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Author Topic: New UQM mod  (Read 35768 times)
Lukipela
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Re: New UQM mod
« Reply #15 on: February 29, 2008, 09:23:50 pm »

Simply amazing really.
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Nicholai
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Re: New UQM mod
« Reply #16 on: February 29, 2008, 09:32:48 pm »

Are the races' ships the same as in normal UQM? If not, I might help with the AI.

So far, there's only one ship that has been modified (for story/plot purposes) -- I'm not sure whether or not it would be a good idea to change the ships, for fear that I might mess up the balance.  I feel like that, too, could be a dangerous road to start down....  On the other hand, it would offer an element of unpredictability to the game, which could be appreciated. (kind of like the unique/extra-powerful ships mentioned earlier in this thread)

Were there a lot of changes to the AI for your Super Melee mod?  I feel like an Androsynth would use lasers differently than it would use acid bubbles.
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Re: New UQM mod
« Reply #17 on: February 29, 2008, 09:37:03 pm »

Were there a lot of changes to the AI for your Super Melee mod?  I feel like an Androsynth would use lasers differently than it would use acid bubbles.
No. For the most part I just ignored the AI and so now it handles most of the ships horribly.
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Nicholai
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Re: New UQM mod
« Reply #18 on: February 29, 2008, 09:55:20 pm »

No. For the most part I just ignored the AI and so now it handles most of the ships horribly.

Yeah, it seems like the code deals with changes to energy, crew, damage, weapon range (in most cases) and speed / turning (sometimes) pretty well.... but most other things freak it out.   I was always really impressed with the AI in SC2 (even more so now that I realize how little code is actually involved)

When I was originally toying with the code to simply make the original game more difficult, I just made all of the Hierarchy ships more powerful, and the fact that the AI was un-improved was fine....  But since there isn't any sort of restriction on allies now, that wouldn't really work.
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Re: New UQM mod
« Reply #19 on: February 29, 2008, 10:03:02 pm »

Wow, that looks pretty cool.

My ideas on unique/powerful ships: What if other races besides humans had bought Precursor techno from the Melnorme? Surely races like the Umgah and others would have a virtual wealth of bio-data to spare for such things.

For example, about two months ago when I was fantasizing about some mod or another that I thought would be cool, part of the plot  would have involved the Zoq-Fot-Pik being so sick of their obsolete Stinger ships being blown away by just about everyone else that they desperately sent out a fleet to locate a Melnorme trader. They received word from the humans of one such trader and told the Melnorme all about the Zebranky in exchange for better ship amour and hellbore cannons.

They then hastily scrapped most of the Stingers and built ships with a similar design to the Vindicator, though they weren't nearly as good as the original because they didn't have a Precursor factory to build them with. The remaining Stingers were delegated to anti-Vux operations while the newer ships were put in the front lines.

I would love to have the time necessary to make a cool mod like this, or even to help out with one, but I'd have to learn to code the crap and get it all running, which I am certain I would not be good at. But anyway, I love the idea of playing as a Spathi. And you did a great job with turning the Vindicator image on the Thraddash control panel into an Eluder image.
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Re: New UQM mod
« Reply #20 on: February 29, 2008, 11:45:39 pm »

Quote
So far, there's only one ship that has been modified (for story/plot purposes)

Is that one ship the Spathi Eluder, and do I win a prize for my amazing and skillfull deductive prowess
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Re: New UQM mod
« Reply #21 on: February 29, 2008, 11:59:29 pm »

Also, to preface this:  EVERYTHING below is in a very, very, very early stage still, and is completely subject to change.  (especially graphics, names, dates, etc.) -- so don't get too upset if you see something ugly.

So... here we go!  Ninteen examples of why my girlfriend thinks I'm a complete nerd!

Good job!  It's cool that people are willing to take the time to create a mod for Star Control.  Don't give up.  Maybe someday, we'll see some video once things start coming together more.  Tongue
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Neonlare
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Re: New UQM mod
« Reply #22 on: March 01, 2008, 12:32:53 am »

Looks to have much potential. I wonder if it's possible to actually add species to the game, not subtracting from the others? That might be something mighty interesting. Anyhow, looking forward to the progress, I can offer to help with some stuff if you want :p.

Yeah -- it's actually pretty easy (all things considered) to add a new race to the game.  I'm wrestling with the concept right now of whether or not I want to add one, because I feel like a lot of people have that delusion before, and I've never really wanted to see it done by anyone other than Paul and Fred.  We'll see though -- if I do do it, I already have a pretty good idea of how I'd use them.

Cool :p. I can do land sprites, portraits, and ships. Mod music is still a bit unknown to me but I am learning it! Smiley.
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Re: New UQM mod
« Reply #23 on: March 01, 2008, 04:13:35 am »

My ideas on unique/powerful ships: What if other races besides humans had bought Precursor techno from the Melnorme?

I've wondered about some things like that...  Like I said, I'm apprehensive about messing with that aspect of the game though.  But there's a lot of potential to do a lot of crazy things with all the ships, and having the Melnorme involved with that isn't a bad idea... Hmm...

Is that one ship the Spathi Eluder, and do I win a prize for my amazing and skillfull deductive prowess

You win no prize!  Partially because I lied, there are two ships that have changed, and also because YOU'RE WRONG!! Heh-heh.  Obviously, the sis_ship is different (it now functions as a malleable Spathi Eluder) -- but the Spathi Eluder ship itself is unchanged.  Although, last I heard, the Spathi were under a slave shield, so who knows whether we'll be seeing any of them.

There is one other ship that has changed.

Cool :p. I can do land sprites, portraits, and ships. Mod music is still a bit unknown to me but I am learning it! Smiley.

I *love* the Mmrnmhrm theme you posted the other day -- if you figure out how to turn that stuff into .mod or .ogg's, I'll be stealing it promptly!  Heh.

Make me some land sprites!   Wink
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Re: New UQM mod
« Reply #24 on: March 01, 2008, 01:02:15 pm »

I've just noticed the little Spathi Eluder in the top-right corner of the Thraddash comms image. Smiley
That's certainly a nice touch. I never did notice that the strange red thingy that used to sit there (in the unmodded game) looked so similar to the Vindicator...
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Neonlare
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Re: New UQM mod
« Reply #25 on: March 01, 2008, 02:47:14 pm »



Cool :p. I can do land sprites, portraits, and ships. Mod music is still a bit unknown to me but I am learning it! Smiley.

I *love* the Mmrnmhrm theme you posted the other day -- if you figure out how to turn that stuff into .mod or .ogg's, I'll be stealing it promptly!  Heh.

Make me some land sprites!   Wink

Ship land sprites or Alien land sprites? Either way, working on thoose alien land sprites :p.


EDIT

Done some, here ye go :p.

http://www.savefile.com/files/1412823

All the images with numbers are good to go, the one image there without one doesn't need to be there, so ignore that one.
« Last Edit: March 01, 2008, 04:59:00 pm by Neonlare » Logged

"would newton's law theory actually work if a Chmmr Avatar did a backwards pelvic thrust towards a planet and would this constitute an X=Y-0 in the part it ran straight into a Supox Blade and lasted long enough to survive?" - Elerium (as Valaggar)
Eco-Mono
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Re: New UQM mod
« Reply #26 on: March 04, 2008, 09:03:28 am »

 Shocked

So the B.S.S. is real after all.

Wow. Watching this with definite interest now.
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Re: New UQM mod
« Reply #27 on: March 04, 2008, 07:50:12 pm »

So where can one download this exciting mod? Can you give us a peek,
an alpha?
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Lukipela
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Re: New UQM mod
« Reply #28 on: March 06, 2008, 04:36:00 pm »

I'd even settle for just more in game shots. This looks seriously amazing. I code as well as any rabid monkey, but if you need any help with dialogue or such I'd be happy to lend a hand.
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zarren3
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Re: New UQM mod
« Reply #29 on: March 06, 2008, 08:53:29 pm »

Amazing! I have been waiting for this! I think this mod have lots of potential Smiley Smiley Smiley

Quote
nicholai said

Also, if anyone is interested in assisting with any graphics work, I could definitely use people for a couple of things -- specifically:
- Alien portraits (one human, one something else -- preferrably in the existing SC2 style)
- Planet surface lifeforms (currently these are unchanged from the original game -- it might be nice to spice them up)


I would do something like this with my photoshop

- space station red glow color would be easy to change or take it off or something..

- I ' don't know about those animated alien potraits but I'm gonna  try...
( I looked them bit and noticed that every eye-blink animation and hand anim is one anim itself, so there is not just only one picture
what is animated, theres many parts. >So, I think that there is some code what say to each animated part where to be. >So
if someone know how to place those single animations plz tell me or if someone other can do it I can send the alien potraits to him when theyre some day ready..)

- I think that I can do some new surface lifeform graphix and also if needed surface textures

- Also I can do new gfx for ships (for new race maybe?), devices, structures if you want
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