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September 12th, 2007, 08:17 PM
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Private
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Join Date: Sep 2007
Posts: 45
Thanks: 1
Thanked 2 Times in 2 Posts
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Re: Mod: Even Weirder Worlds *** Now 0.86
Does EWW require the WW patches or something? It always crashes to desktop when I hit the "Start" button when I select this mod.
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September 13th, 2007, 03:30 PM
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Corporal
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Join Date: Jan 2007
Location: Austin, TX
Posts: 151
Thanks: 0
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Re: Mod: Even Weirder Worlds *** Now 0.86
Yeah, you need the latest patch.
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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
Thanks: 1
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 13th, 2007, 08:24 PM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
Posts: 231
Thanks: 3
Thanked 13 Times in 10 Posts
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Re: Mod: Even Weirder Worlds 0.86
I got the new-new patch (so my mac is working again) and christened it by playing your mod 3 games in a row.
Love your mod. One game I had a four ship flotilla armed exclusively with weapons you'd added, and no doubling-up!
Told you I'd let you know if I found another block of text that ran out the window... Check out the Transwarp Organ. It exceeds the allotted space. Last line of text is "interstellar hydrogen to".
Also, since I'm reporting a "bug", there's an item called Blastoid Launcher that has the same picture and description as the Fission Torpedo. Haven't used it in combat so I don't know if it has unique functionality, (it was on a homeworld and I had nothing worth trading down for it). Thought I'd mention it in case this wasn't intentional that the text and picture weren't changed.
Over all, love the mod. Please keep up the great work!
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September 13th, 2007, 08:35 PM
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Corporal
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Join Date: Jan 2007
Location: Austin, TX
Posts: 151
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Mod: Even Weirder Worlds 0.86
Yeah, I had actually just found the transwarp organ and fixed it, but thanks. I'm sure there are more to find. The Blastoid launcher is a troublesome beast of a missile for the cambrians. I thought I took it out until I could get it done, but apparently not. Thanks for that catch. I'll go fix it here in a bit.
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September 14th, 2007, 01:00 PM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
Posts: 231
Thanks: 3
Thanked 13 Times in 10 Posts
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Re: Mod: Even Weirder Worlds 0.86
Finally found the minefield deployment drone. That thing is beautiful. It was positively decisive in one battle, so I assumed it would be just as good in the next. Except the Pirates just shot their way through in good 'ol classic BSG fashion, and even my adding a flak cannon to the mix wasn't enough to deter them!
I am envious of your ability to code weaponry.
Anyhow, the real reason I was posting wasn't _just_ to pat you on the back. (But I'll do so again - great mod!) I found another text over-run. On the minefield none the less. Last line is "extensive use in the first" and never supplies the expected noun(s).
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September 14th, 2007, 06:10 PM
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Private
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Join Date: Jun 2007
Posts: 16
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Mod: Even Weirder Worlds 0.86
Hey, got a glitch, the transwarp organ has the text cut off.
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September 15th, 2007, 03:02 AM
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Private
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Join Date: Aug 2007
Posts: 9
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Mod: Even Weirder Worlds 0.86
"extensive use in the first" ... -> insert war here
lol
I'm also envious of the weapon coding, it's absolutely awesome
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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
Posts: 151
Thanks: 0
Thanked 0 Times in 0 Posts
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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
Posts: 151
Thanks: 0
Thanked 0 Times in 0 Posts
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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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