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Topic: New Mod: Mega Mod for 0.7.0 and UQM-HD (Read 16228 times)
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Jugger
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This happens only when unlockships is on. Those things I told about shouldn't happen. Thus the code regrettably affects more than the shipyard but causes these issues too.
Can you check the code and do anything against it?
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Jugger
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The HD Beta version.
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JHGuitarFreak
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I'm not very familiar with C++, but I'll try a suggestion: Wouldn't it be possible to make a copy of the ship objects with another name or id, using the same graphics, AI and so on and just set the attribute from enemy to allied? (Inherit attributes from a single parent ship class, and set the one new attribute.) By the way: A reverse gear for the lander would be nice. Also some good news: The increased heap for save games works fine, I just roamed the whole Ur-Quan space and collected all valuable minerals. The size of the save game is now at about 16 KB. Thanks for changing that! The UQM code doesn't quite work like that.
I'll take a look at the lander though, you never know, it could be simple or it could be impossible for me at my current level of "skill".
EDIT:
By the way, unlockships is actually saved in file, so you only need to load the cheat on a new game or a saved game that hasn't had it activated yet.
Reason being is that the allied state of every race is saved, once it's on it's on forever..
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« Last Edit: June 20, 2016, 11:58:34 pm by Kohr-Ah Death »
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The artist once again known as Kohr-Ah Death 213. Get your MegaMod HERE
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Jugger
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By the way, unlockships is actually saved in file, so you only need to load the cheat on a new game or a saved game that hasn't had it activated yet.
That's good, as yet I thought it must be applied at the start of the game.
Did you already upload this new version? I realized, that the file size has changed, it grew bigger.
Lander: I guess that shouldn't be very difficult and could be done by copying the code from the up-key (forward function), then change the move to a negative value.
By the way (doesn't belong to the subject):
Yesterday I encountered a huge fleet of 20 Dreadnought wings (about 70 ships altogether) orbiting the planet at Delta Cancri. Funny, though I know Star Control II since the first DOS version, I never saw this before. Well, perhaps it was my first trip to this star system in all that time. I wonder, if it is only a fortunate coincidence.
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Jugger
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I'm finding all kinds of neat stuff in the lander code. I can remove the random lander location when landing.
Yeah, 22nd century in-game, and the lander isn't able to make precise landings. Sometimes this was rather annoying, especially on hot planets, when someone only want to get a device from the surface. But a slight difference could remain, let's say about one third of the current deviation.
However, speed, turning and firing rates of the lander are okay for me, if you want to change them, I'd suggest a new command line parameter to activate that.
[...] Delta Cancri [...]. I've tested it out several times and it is either empty or loaded to the brim with Ur-Quan ships.
Ok, then it's as I supposed, only a random occurrence.
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Jugger
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I just don't know what to look for next.
I didn't want to bother you with too many ideas, but if you wish, here are some:
- New storage bays with double capacity (1000 units instead of only 500), which you can buy from the Melnorme as blueprint if possible.
- New fusion reactor, twice as powerful as the shiva furnace, also as blueprint from the Melnorme trader.
- When all cargo space from the flagship is full, add the possibility to use the cargo hold from the landers aboard ship.
Might be continued...
How about a way to save the Ilwrath and Thraddash? Or just the Thraddash?
I'd say, let the Thraddash win. But maybe only if the "Culture 20" is established.
EDIT: I tried to defend the Thraddash from being killed by the Ilwrath, and awaited the invasion at the home system of the rhinos. But regrettably I was unsuccessful with that, it didn't work.
NavMap1 - Prior to the genocide, everything is still normal, homeworld can't be entered. NavMap2 - After the genocide, Thraddash ships are still there, the Ilwrath ships didn't enter the system. StarSystem - Before and after the Ilwrath and Thraddash killed each other, apparently nothing has changed, but that's a false impression. Homeworld - Unguarded after the genocide, can be entered although all Thraddash ships are still in the system. When you leave the system after the genocide, you still may stumble upon a couple of Ilwrath and Thraddash wings in hyperspace. Also the Thraddash are not vanished yet, when you re-enter the system shortly after.
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« Last Edit: June 26, 2016, 09:51:59 am by Jugger »
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Jugger
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Now how to make it so they don't turn on you when you get the helix, maybe they give it to you?
I think, that would be a good idea.
Correction: It might be easier to let the player get the helix by himself from the planet as normal, and then add one more conditional expression in the part of the code, where the Thraddash turn against you, so they won't become hostile.
Something like this pseudocode:
if (helix_retrieved and not allied) then turn_hostile end
...where the "and not allied" is the additional condition.
Otherwise, when you want the Thraddash to give away the helix, you must also modify the database by adding new text and speech ("fiddling with addon content"), the last might be beyond your means or too extensive.
EDIT, one more idea: Lander shots are being blocked by earthquakes, hot spots and maybe also lightning. That's very illogical, can you change that?
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« Last Edit: June 26, 2016, 09:46:31 pm by Jugger »
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