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Topic: New crazy mod (Read 55422 times)
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SweetSassyMolassy
*Smell* controller
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Posts: 271
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The more I play it, the more I love it. Favorite things: -Thraddash Weapon: Very cool choice, nice job -Attack distances go across the screen -Melnorme main weapon -planets blow up -stationary mycon, and what happens when asteroids touch them, haha -Yehat secondary is genius -Shofixti is creative, like it -Syreen is also creative, may be a bit over-powered, but cool -I like how Orz automatically send out one marine, also secondary is cool idea
Least favorite things: -might be too many planets -Illwrath main weapon is obnoxious -Pkunks are annoying (because of the slowing time)
I hope you come up with more of these. What are the limitations to the programming? I know you can't change the story mode, but can you mess with the AI components?
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I am not always understand about what you speak, unfortunately.
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Battlefrank
Zebranky food
Offline
Posts: 48
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hey EP can you get the planet lander into super melee?
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Battlefrank
Zebranky food
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Posts: 48
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Well, can you modify the Mmrnmhrm X-form? I want it to be called the Mmrnmhrmmhrmmhrmmhrmmhrm GOD-FORM FEATURES WOULD BE CHANGE FROM Y-FORM INTO GOD FORM GOD FORM HAS 100 CREW GOD FORM GRAPHIC IS A PICTURE OF A CRUCIFIED JESUS GOD FORM ATTACK MAKES HOMING VOMIT THAT FIRES RAPIDLY AND MOVES AT 1.5 TIMES THE SPEED OF MYCON PODSHIP ATTACKS AND DOES 25 DAMAGE COSTS 250 POINTS WHEN GOD FORM IS DESTROYED, MAKE SLOW BLOODY PROJECTILES SPRAY OUT OF ALL THE PLANETS AND ASTEROIDS.
If you make this, I will worship you
Also, you should fix the delta crateris crashing bug.
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Elvish Pillager
Enlightened
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Posts: 625
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Mod version 1.4.2 is out! Get the source code here: http://eli.cedarswampstudios.org/1.4.2-src.tar.gz
Warning: Letting the AI fly a Spathi will quickly crash the game. I have no idea why.
Changes since 1.4.1:
- The limit on the amount of stuff in the arena is gone for real. Technically there's still a limited amount of display primitives, but I've raised the limit on them to 10000. No more "no more elements" problems. - The collision code has been slightly modified so that ships don't do 180 degree reversals when they just glance off a planet.
- The Arilou have been redesigned. The ship has about 16 crew and normal movement as before, but no strange effects other than its weapons. Primary: Long range lasery things. They don't do damage to the enemy ship, but exponentially increase its acceleration and max speed. Before long, it'll go so fast whenever it thrusts that it'll tear itself apart on the planets. Secondary: Pretty safe teleport (not sure if it's totally safe or not.) On the flip side, it is fairly likely to show up within a gravity well. Not recommended during the victory ditty (since you won't be able to see where you land for a little while.)
- The Ilwrath have been redesigned. They're back to their original max speed. No cloaking; I experimented with several ways to make it stronger, but it's basically either not much use, or abusive. Primary: Triple forward-facing flamethrower. Very effective if you can get within range, most useful as a defense. Secondary: Sticky fire. It starts approximately at your velocity at the time of firing, so you have to sling it cleverly. It doesn't collide with enemy shots, only with the enemy ship and planets, and it does about 8 damage over time if it attaches to the enemy.
- The Zoq-fot-pik have been completely redesigned. They're now a long centipede-like thing. Each segment has only 6 crew, but there are 31 of them, and if the head dies, you just gain control of the next one in the line. Only the head takes damage from planets. Primary: Funny long range homing spit. Not very damaging, but hard to consistently avoid. Secondary: Much longer tongue. The tongue also no longer stops at the first thing it hits, only if it hits a planet or the enemy ship, so you never just pathetically kill a random pellet when you have a good shot to the enemy's hull.
- The Pkunk are somewhat changed. The have only 12 crew (per life) now. Primary: Three shots as before, and an additional three shots that go in the same directions but don't start with velocity relative to the ship. Secondary: Rear-facing 100-damage tongue attack.
- The Ur-Quan's acceleration has been doubled (although this might not be as useful as you might thing, since it now has somewhat jerky movement, like the Melnorme, and still turns slowly.) - The Ur-Quan fighters no longer return crew to the ship. On the plus side: -- they no longer cost crew -- they don't disappear when they return to the ship, until they actually run out of fuel (although the do no longer shoot when running out of fuel; returning to ship is just cosmetic) -- they're significantly smarter about when they shoot (no more flying fast through a crowd of them and taking one damage) -- they shoot asteroids, and they can shoot starting 2 frames after they spawn (instead of around 12 as previously)
- The Druuge cannon's knockback effect now affects non-ships. (This is mostly a cosmetic change, but has a useful affect on some tough projectiles.) - The Melnorme secondary now lasts after the ship itself dies. - The game no longer crashes when a Mmrnmhrm controlled by the top player collides with the enemy ship. - Although I don't fuss too much over costing the ships accurately, 33 for VUX was way out of line, so it's reduced to 22 now. - oh yeah, and sometime, I made you get 1000 extra bio-units whenever you sell them in RPG mode. And if you build the game with the debug option, then pressing F8 in the RPG mode instantly puts you into a slightly broken version of the Sa-Matra combat (which is rather easy with the ships you get, heh heh.)
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My team of four Androsynth and three Chmmr is the most unfair team ever! My mod
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Shiver
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Might want to talk to Novus about getting that compiled for Windows. If someone else around here can do that, please do.
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Battlefrank
Zebranky food
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Posts: 48
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PEOPLE I am very serious about you adding the Mmrnmhrmmhrmmhrmmhrmmhrm GOD-FORM!
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Amiga_Nut
*Many bubbles*
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Gender:
Posts: 208
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Battlefrank: ...
It's been a while since I messed with it. Does the CrazyMod affect full game play?
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Battlefrank
Zebranky food
Offline
Posts: 48
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yes, going into delta crateris crashes the gameplay. Doing anything in delta crateris has a high chance of crashing the game.
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Amiga_Nut
*Many bubbles*
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Gender:
Posts: 208
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Heh... I guess my post was to subtle.
My question about full game play was not directed specifically at you Battlefrank. Thanks for answering it anyway.
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Valaggar Redux
Guest
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Here's a MinGW-compiled Win32 executable. I'm out of town right now and I don't have MSVC on my laptop, but as soon as I get home (on Wednesday, most likely), I'll be sure to provide a MSVC-compiled binary too, as the MinGW variant, for some reason, crashes when voiceovers (but not any other type of sound) with a bit rate [higher than? different from?] 11025 Hz are played.
And by the way, it's rather strange that I couldn't get an AI-controlled Spathi to crash, though I always get a crash when a ZoqFot (AI-controlled, player-controlled, top side, bottom side, whatever) enters the arena.
EDIT: It appears that the crash occurs whenever the ZFP spawns in such a place that one or more of its segments collide with something, regardless of whether this something is a planet, an asteroid, or (probably) a ship or something else.
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« Last Edit: August 18, 2008, 05:30:09 pm by Valaggah Redux »
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