View unanswered posts | View active topics It is currently Sat Apr 27, 2024 9:32 pm



Reply to topic  [ 316 posts ]  Go to page Previous  1 ... 3, 4, 5, 6, 7, 8, 9 ... 22  Next
 Void Wanderers ( Updated - V131 ) 
Author Message

Joined: Mon Mar 11, 2013 1:42 pm
Posts: 14
Reply with quote
Post Re: Void Wanderers
Um, i put them into the factions file in Void Wanderers but they don't show up. Am i missing something?


Tue Jul 16, 2013 7:15 am
Profile
DRL Developer
DRL Developer
User avatar

Joined: Thu Jun 11, 2009 2:34 pm
Posts: 966
Location: Moscow, Russia
Reply with quote
Post Re: Void Wanderers
Yes, you didn't watch the tutorial in the OP.


Tue Jul 16, 2013 1:47 pm
Profile
User avatar

Joined: Fri Jan 25, 2008 4:40 am
Posts: 97
Location: New York
Reply with quote
Post Re: Void Wanderers
Hm, I can't seem to get my gamepad working for this, is there something I need to edit to get it working properly? Or can I only use it once I'm out of VW's menus and gotten into a game?


Wed Jul 17, 2013 11:22 pm
Profile
DRL Developer
DRL Developer
User avatar

Joined: Thu Jun 11, 2009 2:34 pm
Posts: 966
Location: Moscow, Russia
Reply with quote
Post Re: Void Wanderers
It works with gamepads only with more than one player. To disable this open Scrips\StrategyScrennMain.lua in notepad and at line 13 write
Code:
CF_EnableKeyboardControls = true;


or change line 11 to
Code:
CF_EnableKeyboardControls = true;


Thu Jul 18, 2013 7:44 am
Profile
User avatar

Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1609
Location: UK
Reply with quote
Post Re: Void Wanderers
The zombies in the destroy-the-vats mission come armed with the same weapons as the player/ally NPC faction. This seems... at odds with the actual target of the mission itself.

If the Coalition are responsible, the zeds should be armed with coalition weapons, is what I'm getting at.


Sat Jul 20, 2013 2:14 pm
Profile YIM
DRL Developer
DRL Developer
User avatar

Joined: Thu Jun 11, 2009 2:34 pm
Posts: 966
Location: Moscow, Russia
Reply with quote
Post Re: Void Wanderers
No it's not by mistake the idea was that enemy faction reprogrammed the vats of friendly faction and vats started producing agressive clones using friendlies equipment.


Sat Jul 20, 2013 2:34 pm
Profile
User avatar

Joined: Fri Jul 30, 2010 12:11 am
Posts: 66
Reply with quote
Post Re: Void Wanderers
Sorry is someone posted this before,But when i launched a mission,reached the destination,deployed my units in the feild,It gets extremely laggy,and i think i know why.
When i look in the console,it says"VoidWanderers.rte\Scripts\AI_Human.lua:94:attempt to index local 'Owner'(a nil value)"
It gets so laggy that it's unplayable,again,sorry if someone posted this before,Please fix it,Or do something,Because this mod seems so ausome and i want to play it so bad.


Sun Jul 21, 2013 11:46 pm
Profile
DRL Developer
DRL Developer
User avatar

Joined: Thu Jun 11, 2009 2:34 pm
Posts: 966
Location: Moscow, Russia
Reply with quote
Post Re: Void Wanderers
What faction are you playing? I think IMWD can produce this bug and I don't know why. Try to select other factions or try to disable custom AI. To do this open MissionLauncher.lua and set CF_UseCustomAI = false.


Mon Jul 22, 2013 6:37 am
Profile
User avatar

Joined: Fri Jul 30, 2010 12:11 am
Posts: 66
Reply with quote
Post Re: Void Wanderers
Thanks,disabling the custom AI worked,I was using the vanilla faction by the way.
Some suggestion:
-The storage upgrade costs too much for too little gain,200Oz for 1Storage unit is to much,Either make it 5/10 storage units per 200,Or lower the price.
-Same can be said for the bodies storage.
That's all that turned me off a little.Also,can i colonize a site?(Aka place a bunker and miners to get a income of gold)


Mon Jul 22, 2013 7:25 pm
Profile
DRL Developer
DRL Developer
User avatar

Joined: Thu Jun 11, 2009 2:34 pm
Posts: 966
Location: Moscow, Russia
Reply with quote
Post Re: Void Wanderers
No you can't colonize a site, but you can mine whenver you want, just defend your mining site properly. I think prices are ok, gold is not a problem in VW.


Tue Jul 23, 2013 9:33 pm
Profile
User avatar

Joined: Fri Jul 30, 2010 12:11 am
Posts: 66
Reply with quote
Post Re: Void Wanderers
Alright,if you say so,but i wloud like to edit them myself.Can you tell me what to edit?


Tue Jul 23, 2013 9:45 pm
Profile
DRL Developer
DRL Developer
User avatar

Joined: Thu Jun 11, 2009 2:34 pm
Posts: 966
Location: Moscow, Russia
Reply with quote
Post Re: Void Wanderers
Open Scripts\Lib_Generic.lua and find CF_ClonePrice, CF_StoragePrice, CF_LifeSupportPrice, CF_CommunicationPrice and CF_EnginePrice


Tue Jul 23, 2013 9:49 pm
Profile
User avatar

Joined: Fri Jul 30, 2010 12:11 am
Posts: 66
Reply with quote
Post Re: Void Wanderers
Thanks


Tue Jul 23, 2013 9:54 pm
Profile
User avatar

Joined: Tue Jun 26, 2012 7:50 pm
Posts: 41
Location: The land of Failures
Reply with quote
Post Re: Void Wanderers
Just want to say that this mod is fantastic Weegee, you have a done an amazing job! What ever you decide to add in the next update, i look forward to it! :D

Now then my friends, if you would excuse me, ive got some more Void Wanderers to play... *slowly walks off*


Sat Jul 27, 2013 10:15 pm
Profile WWW
DRL Developer
DRL Developer
User avatar

Joined: Thu Jun 11, 2009 2:34 pm
Posts: 966
Location: Moscow, Russia
Reply with quote
Post Re: Void Wanderers
Thanks, we've added a lot since release :)


Sat Jul 27, 2013 10:32 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 316 posts ]  Go to page Previous  1 ... 3, 4, 5, 6, 7, 8, 9 ... 22  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.094s | 15 Queries | GZIP : Off ]