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September 13th, 2007, 04:39 PM
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Corporal
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Join Date: May 2006
Location: Hungary
Posts: 57
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Thanked 2 Times in 2 Posts
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Re: Mod: Even Weirder Worlds *** Now 0.86
Umm.. As I played the mod I have found the Data storage stuff and when I found the Data Encrypring stuff and dropped on the cargo the game crashed... Is it just me or has someone else experienced this?
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September 16th, 2007, 07:51 PM
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Corporal
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Join Date: Jan 2007
Location: Austin, TX
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Re: Mod: Even Weirder Worlds *** Now 0.90
It be updated
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September 17th, 2007, 02:59 AM
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Corporal
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Join Date: Jan 2007
Location: Austin, TX
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Re: Mod: Even Weirder Worlds *** Now 0.90
Oh and the weapon coding is only a matter of getting an idea, and then meticulously running the thing over and over until you can get it as close to your idea as possible...and using what's already there as an example.
I can tell you one thing: If you want any snazzy pattern to spawn from a missile, you almost always have to spawn a stationary object that is invisible and let that launch the next stage. Once I figured that out, my life got easier.
One thing that helps me come up with ideas is to try to break established patterns and behaviors for things. Example: the hydra missile is a missile that works better against races with point defense. Also (although this came out of SAIS) it happens that the Zorg Missile is useful because it will hit from behind and bypass most point defense. Finally, the blastoid will get hit by point defense, but will detonate when it does, so it may inadvertently take out a fleet of fighters.
I haven't spent much time with the beam weapons, but I will shortly. (I'm also going to have to go through and make a few more items of each type so you aren't just finding weapons everywhere).
Oh and I just learned something about my mod, and I'll share it. If you have Ripcord with twin mass drivers and the plasmoid shield, he's ruthless.
-Jeremy
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September 17th, 2007, 08:03 PM
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Private
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Join Date: Sep 2007
Posts: 45
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Re: Mod: Even Weirder Worlds *** Now 0.90
Alright, I got the patch... FANTASTIC mod! One of the best ones around. I've already played it three times in just a few minutes.
But, yep, your ability to code weaponry is outstanding. Since Fingers has quite a lot to do, maybe you could make a post here a bit like one of the documents in the Modmaker's Guide to the Galaxy, on weapons. This would really help me make my mod.
The Corrupted Tan Ru is a really good idea, and I love it how they break up into other ships when destroyed. I think I'll do the same thing for my new insane aliens.
I can't wait for the full version with the Dalomar, Silikites, Wraiths etc.
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September 18th, 2007, 02:59 PM
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Corporal
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Join Date: Jan 2007
Location: Austin, TX
Posts: 151
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Re: Mod: Even Weirder Worlds *** Now 0.90
Thank you very much. I'm going to keep adding content. I've got a few more weapons slated for it, and eventually I will add back in all of the races you mentioned (from SAIS) another race, and a bunch of other goodies. I am working on qualifiers this semester (for my degree) but I always need a reason to slack off, so I might start something.
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October 19th, 2007, 01:04 PM
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Corporal
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Join Date: Jan 2007
Location: Austin, TX
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Re: Mod: Even Weirder Worlds *** Now 0.99
I'm replying to this just to move it up to the top of the thread
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October 24th, 2007, 02:27 AM
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Corporal
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Join Date: Aug 2007
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Re: Mod: Even Weirder Worlds *** Now 0.99
I haven't yet seen a Cambrian fleet with 0.99.
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October 24th, 2007, 12:10 PM
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Corporal
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Join Date: Jan 2007
Location: Austin, TX
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Re: Mod: Even Weirder Worlds *** Now 0.99
Funny that you mention it, but I was noticing another issue, but that's certainly true. I haven't seen them either, and I didn't change them at all. I have been noticing quirks in the randomization of events....Where I make two things mutually exclusive, and only one ever shows up.
I just moved the Cambrians to near the top of the list and suddenly they appear. This is an alarming realization, though. I have another 2 races that I'm putting in the next patch, and had intended to add three more in the future. I guess there's no point if they won't appear in the game.
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October 24th, 2007, 12:34 PM
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Corporal
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Join Date: Jan 2007
Location: Austin, TX
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Re: Mod: Even Weirder Worlds *** Now 1.00
Okay, I moved some things around to get the Cambrians to start showing back up. Who knows what other race got shafted now.
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October 24th, 2007, 04:43 PM
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Corporal
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Join Date: Aug 2007
Posts: 65
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Re: Mod: Even Weirder Worlds *** Now 1.00
I'll play with it for a couple of days and see if I notice anything.
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