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  #21  
Old April 7th, 2005, 02:58 AM
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Combat Wombat Combat Wombat is offline
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Default Re: Mod interest check

If you don't think you have the time to do your mod, The People's Mod team is looking for new members.
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  #22  
Old April 7th, 2005, 04:09 AM

Exan Exan is offline
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Default Re: Mod interest check

Quote:
Combat Wombat said:
If you don't think you have the time to do your mod, The People's Mod team is looking for new members.
Yep. People who would want to test and scale the models in the game would be nice because right now atleast some of the ships in the mod are scaled all wrong.

There are also some components issues and generally the redo of Main_Enemies.txt which will be quite a pain I believe.

Anyway all help is greatly appreciated.
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  #23  
Old April 7th, 2005, 07:56 PM

Phoenix-D Phoenix-D is offline
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Default Re: Mod interest check

Quote:
Combat Wombat said:
If you don't think you have the time to do your mod, The People's Mod team is looking for new members.
I have a 196 system completely mapped out system map. Mostly bug-free, at that. (I think.)

I'm NOT going that far and stopping. I have time now, just didn't until now.

Right now I'm fiddling with the first race's ship design. I have it set currently so that some things (eg smaller weapons) can go on the "outside" of the ship. Not sure if that's a good idea or not.

For a while I had it so -anything- could go on the outside.

Then I realized that would let people stick three Heavy Mass Drivers on their ship and do 1k points of damage to anything within 220 LS. Err..no. BAD idea. It did take up 600kt, but nothing could go near that design and live..
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  #24  
Old April 27th, 2005, 11:31 PM

Phoenix-D Phoenix-D is offline
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Default Re: Mod interest check

Status update:

Since Moveplayer doesn't work, I went with my backup Hyperspace system. The original idea was that you'd drop a component, which would "open a portal" (move you to a exit outside the main system map).

Now you fly to a hyperspace point. But you have to have a hyperdrive or hyper intiator on board; if you don't, you'll be destroyed. The difference between the two is the Initator only has one charge, and then POOF, its gone.

Hyperspace itself has been completely implimented. It has two modes- one is like normal travel except the warp points are closer together, and thus faster to get to. The second is MUCH faster- it consists of 5 hyperspace systems with exits to every system in the quadrent. But its also very very dangerous.

I'll post some screenshots when I get the graphics done.
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  #25  
Old April 29th, 2005, 11:29 PM

Phoenix-D Phoenix-D is offline
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Default Re: Mod interest check

I'm getting quite sick of having a good idea, then Starfury looking at it and spitting it out.

Non-functional events found so far:

Status Game Date After Date (fails with " is not a valid integer messgae- change After to Before and the same param works)

End Game- does nothing

Move Ship To Location - doesn't seem to work

Move Player To Location - doesn't work

Move Ship Within Range Of Space Object - questionable

Move Player Within Range Of Space Object - doesn't seem to work

Change Player Experience - crashes game with " is not an integer

Change Player Credits - crashes game with no error message

Change Map System Type - doesn't seem to do anything
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  #26  
Old May 2nd, 2005, 02:59 PM

Exan Exan is offline
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Default Re: Mod interest check

Move Ship To Location would be awesome. I mean you could do a Star Trek Voyager like campaign. First do some missions and then suddenly after completing them you are teleported to the far side of the galaxy just when the neighbourhood started to become familiar. Too bad it doesn't work.
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