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Void Wanderers ( Updated - V131 ) http://forums.datarealms.com/viewtopic.php?f=24&t=45336 |
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Author: | weegee [ Sat Jun 29, 2013 10:40 pm ] |
Post subject: | Re: Void Wanderers |
Can't do anything about the UI, glows are the only reasonable method of making it. Nothing happens when you idle, new missions are generated only when you complete or fail mission. Factions also do nothing. I'm not relying on the community, will probably add some other mods myself. UPD: Also updated. Some bugfixes and rebalancing. |
Author: | Foa [ Sun Jun 30, 2013 12:01 am ] |
Post subject: | Re: Void Wanderers |
AI continues to ruin game :( |
Author: | weegee [ Sun Jun 30, 2013 12:04 am ] |
Post subject: | Re: Void Wanderers |
I tried to cripple it a bit, and AHumans are not so deadly, but ACrabs are left untouched. Also AI units reveal FOW when the fire weapons. At least if everything works. |
Author: | Jesusmod [ Sun Jun 30, 2013 2:07 am ] |
Post subject: | Re: Void Wanderers |
I've got a bit of a problem here. |
Author: | CCS [ Sun Jun 30, 2013 2:57 am ] |
Post subject: | Re: Void Wanderers |
Very very enjoyable Meta-scene Weegee, this makes playing multiple scenarios sessions a breeze since its all in one. Surprising, I love the ships! I haven't gotten to the point of an invasive attack yet (if that is there) but a ship to call my own in CC was a nice feeling (and that 180 000oz price tag is serious business for the newer ships). Probably going to have to script some AI and other little doodads to get more out of this mod for myself. |
Author: | Someone64 [ Sun Jun 30, 2013 6:49 am ] |
Post subject: | Re: Void Wanderers |
So if idling does nothing, time isn't important? So why add travel time? It takes long when it's lagging and is quite pointless and annoying. It's LOOKS cool and all but... :/ |
Author: | weegee [ Sun Jun 30, 2013 9:02 am ] |
Post subject: | Re: Void Wanderers |
Jesusmod, you probably have the wrong version of Cortex Command, VW works only with 1.05. CCS, if you want to mess with vanilla AI check out VoidWanderers.rte\Scripts\AI_Human.lua, that's where VW modiefies AI. Someone64, when you're flying you can be intercepted by the enemy, when you're iorbiting or warping - you can't. |
Author: | weegee [ Sun Jun 30, 2013 4:43 pm ] |
Post subject: | Re: Void Wanderers |
Thanks for this long post. What your wrote about mission 1 will probably happen some day, if I'll find some fancy scenes with space ships. Mission 2 is simply another game. Also I've found a good excuse for lack of ship-to-ship combat. In my CC universe ship-to-ship combat is simply forbidden. Whenever you blow something to smitherines in space, they will wander the void forever, threating civilian vessels for years after conflct. So in order to take down the ship you must board it and take over. This way you get the ship, resources are not wasted and space remains clean. And boarding enemy ships might happen, like you can counterattack after fighting with enemy with what you have. And like I said, Extended Core Factions will fit this mod perfectly and you don'teven have to alter your CC installation. |
Author: | clunatic [ Mon Jul 01, 2013 12:19 am ] |
Post subject: | Re: Void Wanderers |
This is such an awesome mod, I feel just like Grimmcrypt. Some suggestions: -add some kind of rpg system to the clones. Right now it really doesn't matter that much if they die, my gold just keeps going up anyway and I can just buy new ones. With an rpg system it's gonna hurt when your fully lvled up clone who survived countless battles dies. -random encounters ala FTL. While you're flying from location to location add a chance for a random encounter with a neutral trader, a hostile ship, a mysterious stranger who gives you a extremely hard mission, stuff like that. -more options for the different ships, like different upgradeable engines that let you fly faster, or give you a chance to avoid a hostile ship. |
Author: | Grimmcrypt [ Mon Jul 01, 2013 12:31 am ] |
Post subject: | Re: Void Wanderers |
. . clunatic wrote: This is such an awesome mod, I feel just like Grimmcrypt. Some suggestions: -add some kind of rpg system to the clones. Right now it really doesn't matter that much if they die, my gold just keeps going up anyway and I can just buy new ones. With an rpg system it's gonna hurt when your fully lvled up clone who survived countless battles dies. -random encounters ala FTL. While you're flying from location to location add a chance for a random encounter with a neutral trader, a hostile ship, a mysterious stranger who gives you a extremely hard mission, stuff like that. -more options for the different ships, like different upgradeable engines that let you fly faster, or give you a chance to avoid a hostile ship. I hope this helps you: 2-It does have a chance of you being intercepted by enemies, like if you kill coalition guys they will go negative and start sending troops at your ship no traders and mystery dudes tho 3-It does have up-gradable engines that let you evade enemy ships and it makes you fly faster. You can access the upgrades from the front of the ship where you can navigate the stars(cost gold tho) EDIT: Weegee look at how the ship is coming along, its looking pretty good(heavy WIP). Its alot easier then I thought. The blue BG and clouds are going to be replaced by other things like asteroids or a planet. btw these are 2 pic's glued together and that's why it looks funky. I'll be hooking you up with some space stations and other space oriented things :3 I'm having a blast with this Weegee. Scenes are fun once you get the stuff needed set up. I call her the Grey(Funky name IK, place holder for now) . .
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Author: | Piggles [ Mon Jul 01, 2013 12:46 am ] |
Post subject: | Re: Void Wanderers |
Weegee, I have to say... Reavers, random encounters with Reavers (firefly)... That would just be... Well... If you could do that... I love that show. |
Author: | Harzipan [ Mon Jul 01, 2013 2:56 am ] |
Post subject: | Re: Void Wanderers |
Is there any way to add factions to a game that is in progress? The thought of abandoning my supership and reputation in order to implement a new warring army into my game is appalling. |
Author: | halo117 [ Mon Jul 01, 2013 3:32 am ] |
Post subject: | Re: Void Wanderers |
Harzipan wrote: Is there any way to add factions to a game that is in progress? The thought of abandoning my supership and reputation in order to implement a new warring army into my game is appalling. Tried that several times, you can, but that means you can't play as them, but you'll get them and their items/units in one of those random item/unit holders whateverthey'recalled. |
Author: | weegee [ Mon Jul 01, 2013 7:48 am ] |
Post subject: | Re: Void Wanderers |
Grimmcrypt, the ship look good, however consider where you'll put your landning deck, and probably clone and storage management panels. You can throw them outside just like cockpit and shops, but I guess it would be better to have them inside the ship. Harzipan, yes you can edit your save file to add or change factions. Player faction - Player0Faction=Techion, CPU factions PlayerNFaction=Techion where N=1-8. Gaps not allowed. If you're adding new factions don't forget to set: PlayerNActive=True PlayerNType=CPU PlayerNReputation=0 (or whatever you want) ActiveCPUs=8 (must match the number of your CPU players) It's not recommended to turn off faction and disable it's .rte module, if you have any weapons from that faction WV will probably glitch. Piggles, yeah just started to watch the show again to bost my performance on VW ))) Reawers would be awesome. If someone could add some tough, ultrafast, insanefied ronin actors with crappier weapons I'd add some reapers into the game. Also some fancy alien mini-factions could also be great. Like A couple of actors and 2-3 weapons which you could get as a trophies in case of firefight, or buy. Something like that. That would make random encounters meaningful. |
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