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June 11th, 2001, 12:43 PM
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General
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Join Date: Mar 2001
Location: UK
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Re: Primitive mod: a bust
Wow - too bad Phoenix, I was looking fwd to your mod, but I can see why you're stopping- For the exact reason I never tried it in the 1st place=-)
In another thread I saw somone asking S_J to include "spare" racial slots in his mod - I think this would take a lot of the hard work out. (Depending on your approach, of course.)
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"Pinky, are you pondering what I'm pondering?"
"Uh, I think so, Brain, but balancing a family and a career ... oooh, it's all too much for me. "
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June 11th, 2001, 03:35 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Primitive mod: a bust
The hardest part of creating this mod is removing all the standard techs from the primitive race and only allowing them their own.
SJ has already done a lot of the work in his pirate mod, he made a lot of the techs/items belong to the Normal trait. Maybe you could use that as a base to finish the mod. I could help if you like, let me know what you want me to edit, just beware I have clumsy fingers and am famous for extra blank lines 
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June 14th, 2001, 08:41 PM
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National Security Advisor
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Join Date: Nov 2000
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Re: Primitive mod: a bust
Apologies for the late reply..
Anyway, the problem isn't so much getting it done as not having enough space to work in.
What do I mean? I was working up for 1900 up, which means rifles, cannons, etc.. so I need varied damage values.
The problem crops up when first, the Ground Cannon does 10 damage.. I needed more to work with than 9 points.
Second, these 'armies' would handily get their *** whooped by the population, seeing as I can't seem to change the "militia" damage.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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June 14th, 2001, 10:15 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Primitive mod: a bust
quote: Second, these 'armies' would handily get their *** whooped by the population, seeing as I can't seem to change the "militia" damage.
Well, militia units take on 10,000 ton battlemech/tank/whatever units, so the militias are quite large.
Your rifleman unit could get swamped by a horde of militia - the entire population is facing slavery if they lose, so the size of a militia unit could be enormous.
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June 14th, 2001, 11:56 PM
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Sergeant
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Join Date: Dec 2000
Location: Miami, FL U.S.A.
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Re: Primitive mod: a bust
IIRC the Damage values and hit points for militia are changeable in settings.txt.
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