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August 6th, 2007, 04:23 AM
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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 0.85
Hehe... Yeah, I know those guys are annoying. Whenever the mac patch comes out, I'll get a chance to tweak them a little more. It's rough because everyone plows into you right away. I need some more cambrians to offset that, but I do like the idea of the little fighter guys ramming you, and having an inordinate amount of ramming ships in general. It kind of gives some more dimension to the fighting. But I admit that they probably need serious balancing.
I hope to add several more races when the mac patch comes out. Also, I will try to add more items and weapons. And quests, but those are TOUGH. I kind of feel that the quest system is seemingly robust, and close to actually being robust, but whenever I try to do something a little out of the bounds of what is already present in the game, I hit a snag. For mods that completely rework the game, it's not a problem because you can remake standard quests and make them look completely different. It's exceptionally tough to keep all the old quests and put new things in that aren't simply redundant.
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August 9th, 2007, 03:29 PM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
Posts: 231
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Re: Mod: Even Weirder Worlds 0.85
Love what I've seen of the mod so far. Your ship and item artwork is really top-notch, it makes me envious.
Really enjoyed the "eel-drive" - despite being "just another drive" the added flavor made it really incredibly cool.
I love the concept of the various stellar fragment guns and look forward to blindly picking up the other varieties in the future.
But I do have a bug to report: Every game I've played so far has crashed to the desktop in between high-score list and credits.
Admittedly, I'm playing on the beta version of the mac patch, so it may not be your mod that's causing the crashing - it may be an unidentified bug in the patch. But it's probably worth your looking at the files relating to credits and mission debriefing to make sure there's nothing glitchy there.
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August 17th, 2007, 01:39 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 0.85
Thanks! Now that I'm suddenly able to work on this mod again, I'm hoping to add a handful of things to it really fast, and then release a small update in the next couple of days.
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August 18th, 2007, 01:33 PM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
Posts: 231
Thanks: 3
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Re: Mod: Even Weirder Worlds 0.85
Played some more of your Mod last night. The teleporting zorg missiles are sheer genius.
Found a typo in your Digital Eel item - I presume it's supposed to say "This sparkling..." not "his sparkling..."
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August 19th, 2007, 06:18 AM
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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 0.85
The teleporting missile was a carry over from my Strange Adventures mod ESAIS where I made one special weapon for each race. I think it could use some tweaking still, but that's okay. of all the things I've added, the hydra missile is still my personal favorite.
Thanks, I've corrected the typo, added another Garthan ship, and fixed a bug that was found long ago with the Zorg Freighter. I want to do something new before i put out another patch, but I guess we'll just have to see what I have time to get done.
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August 19th, 2007, 11:06 PM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
Posts: 231
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Re: Mod: Even Weirder Worlds 0.85
There was also some block of text that ran off the page, and couldn't be read. Can't remember which item it was off the top of my head. If I stumble across it again I'll post here.
Just downloaded 0.86, thanks for the update!
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August 20th, 2007, 02:01 AM
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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 0.85
Cool. Yeah, I have a tendency to get a bit verbose. I used to have a TON that overran, but I caught and corrected most of them. Any spots are great, though
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August 20th, 2007, 04:03 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 0.85
I do it too. Nearly every text block in my mods so far has had to be trimmed back once I actually saw them on screen. Mod with passion, edit in cold blood...
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August 25th, 2007, 12:51 PM
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Private
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Join Date: Aug 2007
Posts: 43
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Re: Mod: Even Weirder Worlds *** Now 0.86
hey there!
fantastic mod! i noticed a text overrun or two also, will keep my notepad handy.
Gotta hand it to you: happiness is [/i]not[/i] a warm particle vortex cannon, but rather a warm Hydra Missile Battery (or, two if i've found the timeless bauble, plus a cloaking device, if i'm lucky).
What fun!
lexicat
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August 30th, 2007, 04:41 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 0.86
Thanks! I can use all the help I can get. I always liked that the Hydra was just mediocre unless the enemy has point defense. Then the missile is wildly counterintuitive...for them.
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