|
|
|
|
|
November 19th, 2004, 07:20 PM
|
|
Sergeant
|
|
Join Date: Jan 2004
Posts: 203
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Adamant Mod Discussion Thread
Quote:
There are 24 components per line, so would 6 lines in the minis file suffice? That is 144 images. More than 130 certainly... You could start at 1780, and reserve up to 1920 (if I did the math correctly). That would be 141 images. Ekolis would then start at 1921.
|
Sounds good to me.
Quote:
Poster: XenoTheMorph
Oooh *drool*
CJ your a glutton for punishment.
Fyron you are a slave driver!
Carry on!!!
|
The more ideas I get the easier it is.
__________________
"The difference between very sophisticated technology and magic is a very blurry line,” Dean Kamen, Wizard of IT
|
November 19th, 2004, 07:22 PM
|
|
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Re: Adamant Mod Discussion Thread
I have made, umm, four images
And Fyron didn't like the texture on the Last one, said it was too mossy
What SHOULD a bioelectric arc gun look like then?
__________________
The Ed draws near! What dost thou deaux?
|
November 19th, 2004, 08:16 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Adamant Mod Discussion Thread
Hey, who am I to stop him when he is having so much fun?
Quote:
XenoTheMorph said:
P.s. Fyron hows the Adamant 13 problem going?
|
Slowly.
Quote:
Ed Kolis said:
What SHOULD a bioelectric arc gun look like then?
|
I just think it should look smoother, and less bumpy/fuzzy...
|
November 20th, 2004, 02:03 PM
|
|
Major
|
|
Join Date: Apr 2004
Location: Atlanta, Georgia
Posts: 1,152
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Adamant Mod Discussion Thread
In the Galactic Invasion game using the latest Version of the mod, the monsters don't seem to be designing ships correctly. I'm pretty sure this is because the shipsets they're using have AI files designed for monsters in a different mod (they do at least have cloaking bases and hate everyone). It's too late to help for this game unless we restart, but I think you should add a monster race minister style so working monster races aren't restricted to one specific shipset. For this game, I think we'll need a PBW admin to make a copy of the three shipsets in the Adamant mod directory and overwrite their AI files.
|
November 20th, 2004, 02:32 PM
|
|
Major
|
|
Join Date: Jan 2004
Location: Taganrog, Russia
Posts: 1,087
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Adamant Mod Discussion Thread
I thought about the same. Except, it'd our task to make 3 monster AIs (just copy AI files over) and ask pbw admins to replace existing shipsets with modified ones.
Also, Monster AI in Adamant has an error in AI_designcreation file: Base Space Yard design has no Space Yard ability call.
|
November 20th, 2004, 03:10 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Adamant Mod Discussion Thread
Quote:
aiken said:
Also, Monster AI in Adamant has an error in AI_designcreation file: Base Space Yard design has no Space Yard ability call.
|
This is how Rollo designed them... the BSY is not meant as a base space yard, but merely as a platform for the sector cloaking ability. I seem to recall that the AI only uses BSYs to construct units. Since the Space Monster homeworld can effectively never be attacked, having units on it would only have wasted resources.
Quote:
douglass said:
In the Galactic Invasion game using the latest Version of the mod, the monsters don't seem to be designing ships correctly.
|
Strange, they worked perfectly in a test game I just ran. The only thing I can think of is that the game host added them to the game incorrectly, so they are not using the Space Monster AI files.
Quote:
douglass said:
I'm pretty sure this is because the shipsets they're using have AI files designed for monsters in a different mod (they do at least have cloaking bases and hate everyone).
|
The Space Monsters have their own ship and base sizes, and do not have any access to the "normal" vehicles, due to racial traits. This is not an issue.
Quote:
douglass said:
It's too late to help for this game unless we restart, but I think you should add a monster race minister style so working monster races aren't restricted to one specific shipset.
|
Hmm... not a bad idea. Not positive that it will work as desired, but I shall look into it.
|
November 20th, 2004, 04:26 PM
|
|
Major
|
|
Join Date: Apr 2004
Location: Atlanta, Georgia
Posts: 1,152
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Adamant Mod Discussion Thread
Quote:
Imperator Fyron said:
Quote:
aiken said:
Also, Monster AI in Adamant has an error in AI_designcreation file: Base Space Yard design has no Space Yard ability call.
|
This is how Rollo designed them... the BSY is not meant as a base space yard, but merely as a platform for the sector cloaking ability. I seem to recall that the AI only uses BSYs to construct units. Since the Space Monster homeworld can effectively never be attacked, having units on it would only have wasted resources.
|
I just checked one of my single player games, and the AI had several BSYs building ships.
Quote:
Imperator Fyron said:
Quote:
douglass said:
In the Galactic Invasion game using the latest Version of the mod, the monsters don't seem to be designing ships correctly.
|
Strange, they worked perfectly in a test game I just ran. The only thing I can think of is that the game host added them to the game incorrectly, so they are not using the Space Monster AI files.
Quote:
douglass said:
I'm pretty sure this is because the shipsets they're using have AI files designed for monsters in a different mod (they do at least have cloaking bases and hate everyone).
|
The Space Monsters have their own ship and base sizes, and do not have any access to the "normal" vehicles, due to racial traits. This is not an issue.
|
The game host didn't know any better and gave the monster races Imperial Aspirations, Physical Race, and Nomads as well as the Space Monster traits. I'd suggest making the Space Monster traits cost 30000 together and require Imperial Aspirations so this mistake is a lot harder to make. Even if he hadn't done that, in the test game I ran with a monster race using the aggressive minister style (deliberately NOT using correct Space Monster AI) and a high tech start, the monsters it designed had no weapons. I'm pretty sure this happened because the AI files called for a weapon family the race didn't have access to, and the AI doesn't have a backup way of picking weapons.
|
November 20th, 2004, 05:57 PM
|
|
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Re: Adamant Mod Discussion Thread
__________________
The Ed draws near! What dost thou deaux?
|
November 20th, 2004, 06:22 PM
|
|
Major
|
|
Join Date: Jan 2004
Location: Taganrog, Russia
Posts: 1,087
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Adamant Mod Discussion Thread
Electric charge itself needs slightly different color imo, such as light blue, maybe.
|
November 20th, 2004, 08:33 PM
|
|
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Re: Adamant Mod Discussion Thread
Well my intent was for it to be dazzlingly intense... hmm, maybe the discharge should also illuminate the gun as if it were a light - that would be cool
__________________
The Ed draws near! What dost thou deaux?
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|