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Author Topic: New UQM mod  (Read 32738 times)
Cedric6014
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Re: New UQM mod
« Reply #60 on: October 20, 2008, 08:57:38 pm »

Nicholai!  Where the heck are you. We want results!
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Amiga_Nut
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Re: New UQM mod
« Reply #61 on: October 21, 2008, 10:30:51 pm »

Don’t know why I didn’t notice this thread before and I don’t have any intelligible suggestions or comments to add. So, I’ll just say:

“FREEKIN SCHWEET!”    (If it ever happens)

WOW my 200'th post!  Shocked

That is something since I don't ever really blog or post anywhere else.
« Last Edit: October 22, 2008, 12:43:24 am by Amiga_Nut » Logged

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Son_of_Antares
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Re: New UQM mod
« Reply #62 on: October 21, 2008, 11:56:24 pm »

Nicholai you are the man of the hour and the tower of power. This looks so good, you rock dude. I was just wandering: will this expansion take place in the same quadrant as the UQM (cause I saw in the screenshots that you moved the race domains for Ilwrath and Thraddash)? Also, I have a request to make - if you are already adding new races, could you add Bruvixese? I don't know why but I liked from the first time I played UQM through (yes I am an UQM addict)  Grin keep on rollin' we wanna see this one done!
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grayfox777
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Re: New UQM mod
« Reply #63 on: December 03, 2008, 06:43:21 am »

No.... please don't let this project die! Give us an update!  Grin
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Re: New UQM mod
« Reply #64 on: December 03, 2008, 09:02:02 pm »

I'm thinking Nicholai either forgot about this, or just stopped doing it.
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grayfox777
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Re: New UQM mod
« Reply #65 on: December 03, 2008, 09:31:26 pm »

I'm thinking Nicholai either forgot about this, or just stopped doing it.
It's sad. This always happens!  At least he tried though.  Cry
If only we could actually rely on the professional game development companies.  Nope, they're too busy making five million first-person shooters, MMOs, and a crap game for every single movie that comes out. The same stuff over and over again, with very few exceptions here and there. And sometimes they also don't finish their projects.  Sad
« Last Edit: December 03, 2008, 09:34:40 pm by grayfox777 » Logged

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Angelfish
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Re: New UQM mod
« Reply #66 on: October 13, 2009, 02:20:23 pm »

Argh, and now the pics stopped working aswell.
Anyway, perhaps this shows the best why it's better to make your mods less 'epic' so you know that you can finish them in time before you start losing interest Smiley.
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Lukipela
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Re: New UQM mod
« Reply #67 on: October 13, 2009, 03:08:28 pm »

I agree. Limited mods really are the way to go with UQM. After making one or two small ones it might be easier t orecruit people into a huge undertaking.
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Angelfish
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Re: New UQM mod
« Reply #68 on: October 13, 2009, 03:25:07 pm »

I agree. Limited mods really are the way to go with UQM. After making one or two small ones it might be easier t orecruit people into a huge undertaking.

And even if you intend to have an epic storyline, why not make episodes of small games? Have people play small games, perhaps even as small as 15 minutes or half an hour in playlength, after which they are taken to the victory screen, telling that they have to await the sequel Wink.

Though regarding UQM I really have to say that:
1) In UQM it is incredibly tedious even to do something simple. Take a look at the code involved just to add a simple ship.. Not to mention it's quite hard to do. Personally I really like the team's idea to load everything from simple easy to read XML files, though I find it rather sad that this feature will only be implemented in V1.0, and I get the feeling that this will slow down the development any mods developed before that.
2) There's no 'clean' version of UQM, meaning, to even begin starting work on a new game set in the SC2 universe, you'd first have to disable almost everything, conversations, artifacts, game states etc that were there in SC2. This might take a lot of time, time that could've been spent in doing the building of the mod Smiley.
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Megagun
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Re: New UQM mod
« Reply #69 on: October 15, 2009, 06:04:04 pm »

Alternatively, don't bother with keeping any sort of appearance with your mod on the Internet, cut 'discussion time' to a minimum (with a set deadline), completely ignore graphics and keep a modular design, storywise ("talk to this group of people to get this item, talk to that group of people to get that item, do these actions to complete condition one, combine the two items if condition 1 is met to complete the game"). That last bit is perhaps the most important. Allocate one person to each 'story module', give them near-free reign, and you can deliver something pretty big relatively quickly...
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Lukipela
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Re: New UQM mod
« Reply #70 on: October 15, 2009, 08:29:26 pm »

And even if you intend to have an epic storyline, why not make episodes of small games? Have people play small games, perhaps even as small as 15 minutes or half an hour in playlength, after which they are taken to the victory screen, telling that they have to await the sequel Wink.

This is a good idea and I'm going to start mentioning it to anyone and everyone who plans to make a mod sequel from now on.

Regarding the ease of modifying, we're still waiting for that new version with improved resource handling and whatnot. When/If it arrives, stuff like that might be easier I suppose. Or not, I don't really have a clue.
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Re: New UQM mod
« Reply #71 on: November 03, 2013, 06:42:58 pm »

Are you still working on this mod?
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danzibr
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Re: New UQM mod
« Reply #72 on: November 05, 2013, 01:30:06 am »

Wow, this looks amazing. 5 years old though... any hope?
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