Pages: 1 2 [3]
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Topic: Ship editing and Graphics (Read 12933 times)
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AnotherW
Frungy champion
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Posts: 72
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errrr.... i hope im not bugging you Ivan, but is there a chance you will get a working ship editor for the 0.5.0 version or is that just wishful thinking on my part?
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AnotherW
Frungy champion
Offline
Posts: 72
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much obliged...
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Deus Siddis
Enlightened
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Posts: 1387
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Is creating a system that allows for new art to be added to UQM easily a priority for UQM 0.6, or is that not yet on the operating table, and for a later version (like 0.7 or .8, etc.?)
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Darknesscyshadow
Guest
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So I'm guessing the ship editing thing has gone off since 0.6.2 then...?
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Fsi-Dib
*Many bubbles*
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Gender:
Posts: 182
The Crimson Corporation
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This might not be related to the ongoing topic directly, but this has something to do with ship editing.
Back in the 90s, I recall having some sort of an editor on SC2, which gave access to some basic functions of the ships (namely the crew, battery, recharge rate, speed, rate of fire, damage per hit, etc.). I made minor changes to see whether their functionality would be grossly greater. One was reducing the Orz Nemesis' main weapon's power consumption to 4 (instead of 6) and increasing the speed of the Earthling Cruiser to the same level of an Ur-Quan Dreadnought. Especially with the latter modification, frankly said, the humans would have won the war. Without question. Even against the Kohr-Ah. (Also, a Chmmr Avatar with a much greater turning rate was hilarious to play with, but not against.)
However, I'm intrigued whether anyone else here has encountered this little piece of old software. Since it was so long ago, I can't remember any name given to the program (if it even had any).
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The unofficial music critic.
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Pages: 1 2 [3]
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