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Topic: UQM Mod (Read 11941 times)
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Defender
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Re: UQM Mod
« Reply #1 on: February 15, 2004, 10:00:06 am » |
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id like just better ai for all ships. but keep the behavior of the races true. thats about the only thing, right now, that comes to mind.
~DEFIANT
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Chrispy
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Re: UQM Mod
« Reply #3 on: February 15, 2004, 07:44:40 pm » |
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I have said this many times, but instead of changing this game, make a different starcontrol game. Much harder, I know I know, but you can work with your own coding, and so on.
I know that would take more than one person, but maybe you can come of with a frame or something.
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lightman
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Never pay more than 20 bucks for a computer game
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Re: UQM Mod
« Reply #5 on: February 15, 2004, 11:42:21 pm » |
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Much of this (not involving ship AIs) involves twiddling various constants. Instead of just "having a hard mode", I would suggest you try to make a patch that reads all of the values for world-model constants out of a file, and then uses them consistently. Then "hard mode" becomes just another add-on pack. So does "easy mode".
Such a mod will need to hack/extend the resource system, and as such would need to be completely rewritten after 0.4.
I was thinking of having the parameters selectable in the game. I'm also aware of the problem concerning the resource system. The 0.3 system is not particularly easy to work with. I've made some progress, but I've also wondered how far the team has managed to change it, and what the final plans for that are? What will the new system be like?
I have said this many times, but instead of changing this game, make a different starcontrol game. Much harder, I know I know, but you can work with your own coding, and so on.
I know that would take more than one person, but maybe you can come of with a frame or something. Yes, but you don't seem to understand. I am interested in a new SC game, but I don't want to take on that large of a task, not right now anyway. What interests me more at the moment, is trying to add things that I think would be fun in the existing game. Also, making a whole new game would require writing a whole new SC story, which takes much more planning than add-ons.
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Sure! Sure! Friends for sure! Who cares about boring old Ur-Quan and their slave laws? Har! Har! Har!
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Chrispy
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Re: UQM Mod
« Reply #6 on: February 16, 2004, 03:11:53 am » |
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Are you interested in game-design, or coding. You could make a frame for a game, like decribe the main objective, some side quests, some other characters, and how you see the game design. Of course, it could be for nothing if noone wants to help you take on the task.
Do you have any specific ideas for your Mod?
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lightman
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Re: UQM Mod
« Reply #7 on: February 16, 2004, 05:48:33 am » |
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Are you interested in game-design, or coding. You could make a frame for a game, like decribe the main objective, some side quests, some other characters, and how you see the game design. Of course, it could be for nothing if noone wants to help you take on the task.
Do you have any specific ideas for your Mod? Coding is a necessity, but I'm more interested in game design.
Yes, I have some very specific (and some rather vague) ideas for the mod.
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Sure! Sure! Friends for sure! Who cares about boring old Ur-Quan and their slave laws? Har! Har! Har!
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lightman
Frungy champion
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Never pay more than 20 bucks for a computer game
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Re: UQM Mod
« Reply #8 on: February 19, 2004, 05:09:23 am » |
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I'm making some progress. For anyone that is interested, I could use help evaluating what I have added so far. I am interested to know, for example, if the random Ur-Quan/Kohr-ah fleets invading Sol are too small, too infrequent.. etc.
Currently working:
Setup Menu No known bugs.
Options:
X Double cost Costs are doubled. This means crew, fuel, modules, ships.
X UrQuan/Kohr-ah agression About a month after the Ur-Quan probe leaves, Ur-Quan and Kohr-ah ships will begin regularly appearing around Earth and the Sol system. ? Probe multiplier A higher value means that after visiting the starbase, the initial number of probes will be higher than normal. This option is only partially tested.
? Years to Kohr-ah victory Years until the Kohr-Ah begin wiping the races out. Untested.
? Sa-Matra guards This is the number of ships the player must defeat. The value is applied independently to Ur-Quan and Kohr-ah ships. Untested.
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Sure! Sure! Friends for sure! Who cares about boring old Ur-Quan and their slave laws? Har! Har! Har!
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Michael Martin
Core Team
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Re: UQM Mod
« Reply #12 on: February 19, 2004, 09:28:22 am » |
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I'd like to see your menu, actually. That "setup" option is intended to eventually handle what eventually becomes the command-line options. Or is this just a variant of Paxtez's?
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