.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Digital Eel > Weird Worlds: Return to Infinite Space > Scenarios and Mods

 
 
Thread Tools Display Modes
  #1  
Old November 14th, 2005, 04:52 AM
Ripcord O'Reilly's Avatar

Ripcord O'Reilly Ripcord O'Reilly is offline
Corporal
 
Join Date: Oct 2003
Location: Kirkland, WA
Posts: 187
Thanks: 0
Thanked 0 Times in 0 Posts
Ripcord O'Reilly is on a distinguished road
Default The Modmaker\'s Guide to the Galaxy

The Modmaker's Guide to the Galaxy
http://www.digital-eel.com/modguide/
This website will contain various tutorials we hope to be useful to people who make mods for Weird Worlds: Return to Infinite Space. While starting small, the site will grow over time to cover most everything there is to modifying the game.

First up, a few basics and a tutorial for creating new starships!

Available Tutorials
[11/13/2005] The Basics - How to set up the folders etc.
[11/13/2005] Creating a Starship - Covers ship graphics and game data. Download included.

Weird Worlds: Return to Infinite Space
http://www.shrapnelgames.com/digital...d_worlds/1.htm

Digital Eel
http://www.digital-eel.com/
  #2  
Old November 28th, 2005, 01:52 AM
Fingers's Avatar

Fingers Fingers is offline
Sergeant
 
Join Date: Jun 2005
Posts: 341
Thanks: 0
Thanked 0 Times in 0 Posts
Fingers is on a distinguished road
Default Re: The Modmaker\'s Guide to the Galaxy

The Modmaker's Guide has been updated today with a new tutorial on creating an alien race.
  #3  
Old January 13th, 2006, 06:33 PM

Naismith Naismith is offline
Private
 
Join Date: Jan 2006
Posts: 1
Thanks: 0
Thanked 0 Times in 0 Posts
Naismith is on a distinguished road
Default Re: The Modmaker\'s Guide to the Galaxy

I bought the game a few days ago, and it's really quite good.

I was wondering, though. . .

Is it possible to alter/add the following game parameters through the 'open mod' structure?

1. The year length of missions, (make missions open-ended)
2. The types of weapons and equipment available while choosing ships in the combat training section.
3. The ability to save different combat scenarios in the combat training section so that you don't have to go through extensive initial set-up before each battle scenario?

And finally. . .

4. Give the game the ability to save a character, and thus continue from one mission to another until the acting captain finally meets his/her end? It'd be neat to see how many missions a captain could survive.

Thanks!

-Naismith
  #4  
Old January 27th, 2006, 05:23 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: The Modmaker\'s Guide to the Galaxy

I've only just started looking at modding, but I think I know the answers to much of what you've asked:

1. You can specify the year length of the missions to be huge in a mod. I'm not sure what the limit is.

2. Someone's already made such a mod, though it needs to get posted someplace without a monthly download limit - see the Battle Coliseum mod on another thread here.

3. I don't know that there's a way to do that in the simulator. You could probably make a mod where there is just one system to go to, which has whatever you want in it, though.

4. I don't know how one would do that, except you might be able to mod a game to start with whatever you had in your last game.

PvK
  #5  
Old January 27th, 2006, 05:28 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: The Modmaker\'s Guide to the Galaxy

Wow, the modding docs are looking really nice!

PvK
  #6  
Old January 27th, 2006, 10:54 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: The Modmaker\'s Guide to the Galaxy

Ok, I've looked over all the modding docs and I have some questions remaining. My two at the moment are:

Is it possible to mod the Hyperdrive to still be a hyperdrive but not quite so good, for example I tried:

NAME Hyperdrive
NAM2 a hyperdrive
ICON items/s_system1.jpg 23
GFXP items/l_system2.jpg 7
FLAG tech unique
DIST dead cold warm hot toxic
TEXT A ship with this special type of star drive can teleport to any star system in the sector. It also requires nearly six months to recharge.
COST 803 technology
TYPE drive
SIZE 2

DATA

PAR0 0
PAR1 0
PAR2 3000
PAR3 180

END DATA

Where PAR3 was originally 60, so I figured it was the days it takes to recharge. But it didn't work - it still takes 60 days to recharge like before. So what are those parameters?

Also, are the values for a weapon ini file documented somewhere?

Thanks,

PvK
  #7  
Old February 24th, 2006, 03:09 PM
Fingers's Avatar

Fingers Fingers is offline
Sergeant
 
Join Date: Jun 2005
Posts: 341
Thanks: 0
Thanked 0 Times in 0 Posts
Fingers is on a distinguished road
Default Re: The Modmaker\'s Guide to the Galaxy

Sorry for the late reply...

Anyway, at the Infinite Space Federatil boards there's a thread about the weapon parameters that covers it fairly well. Haven't had time to write a tutorial just yet (I'm currently serving in the Finnish army, with very little free time until summer...).

Unfortunately the hyperdrive recharge time is hardcoded at the moment. This may change in a future patch.
  #8  
Old March 1st, 2006, 11:53 AM
Fingers's Avatar

Fingers Fingers is offline
Sergeant
 
Join Date: Jun 2005
Posts: 341
Thanks: 0
Thanked 0 Times in 0 Posts
Fingers is on a distinguished road
Default Re: The Modmaker\'s Guide to the Galaxy

The Modmaker's Guide has been updated 2/28/06 with a writeup on the Quest system.
  #9  
Old November 26th, 2006, 01:50 AM

dsgd47 dsgd47 is offline
Private
 
Join Date: Nov 2006
Posts: 8
Thanks: 0
Thanked 0 Times in 0 Posts
dsgd47 is on a distinguished road
Default Weapons parameters

Where is the thread about weapon parameters? I could not
find it there.
  #10  
Old November 26th, 2006, 05:17 AM
Fingers's Avatar

Fingers Fingers is offline
Sergeant
 
Join Date: Jun 2005
Posts: 341
Thanks: 0
Thanked 0 Times in 0 Posts
Fingers is on a distinguished road
Default Re: Weapons parameters

I think this one is what I meant..

http://z7.invisionfree.com/SAIS_Foru...?showtopic=164
 

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:32 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.