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May 15th, 2002, 09:44 AM
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National Security Advisor
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Join Date: Jan 2001
Location: Ohio
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Re: Omni Mod
Hadrian, let's try and bring it down a notch, ok?
Kodos, I think Derek's advice to you was excellent. I suggest you take it.
This board is full of people that are plenty busy doing their own mods. If you can't produce something on your own without a team, then maybe it's too complex. And if you can't get a bunch of people to help you, then maybe it's not worth doing.
Either way, everybody get's the point that you would like volunteers, and nobody is beating a path to your door. Continuing to clutter up the forum asking for "Team members" is not going to accomplish anything, except get on peoples nerves, and get your threads locked down by the Moderators.
But by all means, if you have an idea that you would like to share with the group, share. Or if you have an idea and need help making it work, ask a question and perhaps someone here can think of a way to make it work. But don't expect a bunch of people to jump on board until they see the wagon is going somewhere.
Geoschmo
[ May 15, 2002, 08:46 AM: Message edited by: geoschmo ]
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May 15th, 2002, 09:51 AM
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Colonel
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Join Date: Apr 2002
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Re: Omni Mod
Quote:
Originally posted by oleg:
Compare all of this to how PvK, Rollo and other people reacted to Derek Mod, which is to some extend build from parts of other mods ! Incrediable.
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Bah, this thread looks like PvP - Psychotic vs Paranoid !!
Don't bother ...
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May 15th, 2002, 09:54 PM
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First Lieutenant
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Join Date: Apr 2001
Location: NY
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Re: Omni Mod
What did i steal now!??!!!
i apologized for asking you if i can use your ideas and when you said no i accepted it.When i am simply asking for the right to use the name Malfadarions and ID gates,use your omega name,and give you advertising,i dont consider it stripping the um2 down at all merely allowing other people to express their ideas and views on things.You coined good names and claimed them as yours fine but when it is a common word like outpost or in scifi id gate dont expect people not to use it.I have apologized over and over,for merely asking you to let me use names,and when you have said no i have accepted.I am not trieng to use your ideas i am trieng to make my mod fit in with your history seeing as its the only one accepted.I am also trieng to allow the community to have what i feel the largest and most fun mod ever.So can we be buddies again??
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May 16th, 2002, 03:18 AM
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First Lieutenant
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Join Date: Apr 2001
Location: NY
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Re: Omni Mod
uhh so apology accepted
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May 16th, 2002, 04:33 AM
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BANNED USER
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Join Date: Jul 2000
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Re: Omni Mod
I think people are upset about you taking mods and thiking it's okay not to give credit.
[ June 14, 2003, 18:48: Message edited by: General Talashar ]
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May 17th, 2002, 01:29 AM
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First Lieutenant
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Location: NY
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Re: Omni Mod
mm more engines
Gravity Well
Ether Drive:FTL
SlipStream Drive:FTL
Antimatter Drive
other sectors
Wormhole:Massive warpoints that connect galaxies.
Warpgate:Pathway to other universes,only seen in the campaigns and maps
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May 17th, 2002, 01:29 AM
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First Lieutenant
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Join Date: Apr 2001
Location: NY
Posts: 794
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Re: Omni Mod
mm more engines
Gravity Well
Ether Drive:FTL
SlipStream Drive:FTL
Antimatter Drive
other sectors
Wormhole:Massive warpoints that connect galaxies.
Warpgate:Pathway to other universes,only seen in the campaigns and maps
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May 17th, 2002, 05:08 AM
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First Lieutenant
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Join Date: Apr 2001
Location: NY
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Re: Omni Mod
hey about FTl how do i implement because all my things use it diferently.
For example in game terms the Ether Drive just goes insanely fast,but is very fragile.
Now the problem comes from the Slipstream drive and Fold-Space generator.
The F-S generator should warp you somewhere.
the Slipstream drive should make a warp point that Lasts 2 turns before fading.Can this be done or must they too be insanely fast.
some Ra'Shrakil artifacts to tease you with!
Juggernaught:The ship the size of a sun.
Nova-Cannon:a massive space cannon capable of firing a condensed beam with the power of a small nova.
Ether Cannnon:Thats right a ship based Version of the weapon on Vector that can destroy any ship up to Battlecruiser in a single shot.
Geneseed:The ULTIMATE device.Create planets,Suns,Warp points.As well as if i can figure out how to make miraculous population.
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May 17th, 2002, 05:08 AM
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First Lieutenant
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Join Date: Apr 2001
Location: NY
Posts: 794
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Re: Omni Mod
hey about FTl how do i implement because all my things use it diferently.
For example in game terms the Ether Drive just goes insanely fast,but is very fragile.
Now the problem comes from the Slipstream drive and Fold-Space generator.
The F-S generator should warp you somewhere.
the Slipstream drive should make a warp point that Lasts 2 turns before fading.Can this be done or must they too be insanely fast.
some Ra'Shrakil artifacts to tease you with!
Juggernaught:The ship the size of a sun.
Nova-Cannon:a massive space cannon capable of firing a condensed beam with the power of a small nova.
Ether Cannnon:Thats right a ship based Version of the weapon on Vector that can destroy any ship up to Battlecruiser in a single shot.
Geneseed:The ULTIMATE device.Create planets,Suns,Warp points.As well as if i can figure out how to make miraculous population.
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May 17th, 2002, 06:44 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Omni Mod
Quote:
Geneseed:The ULTIMATE device.Create planets,Suns,Warp points.As well as if i can figure out how to make miraculous population.
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Well, Colony modules can have built-in miraculous population, (somewhere in settings.txt?) but I think that would force all colony modules have miraculous population.
Quote:
hey about FTl how do i implement because all my things use it diferently
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You probably can only get a few distinct types, and the rest will have to be larger/smaller/cheaper variations on the same themes.
You gan go with super-high powered engines, you can have an emergency movement warpdrive, A large engine with bonus movement (where the normal engines have no bonus movement ability). I can't think of any others at the moment.
The temporary warppoints can be done if you have your events.txt heavily favour random warppoint closures...
One would close every turn, so you would be able to overload the universe and build up semi-stable warppoints, and you would also lose all natural warppoints.
[ May 17, 2002, 05:45: Message edited by: Suicide Junkie ]
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