View Full Version : New to modding
Dragonswrd
May 5th, 2001, 06:44 AM
I am trying to make a mod where all the races have shields, but you. You have organic armor that is sronger and better. I know how to do most of it, but I need to know is there a way to prevent a race from using some of the normal tech that every race has? http://www.shrapnelgames.com/ubb/images/icons/confused.gif
Phoenix-D
May 5th, 2001, 06:56 AM
Yup, but it's something of a pain.
You have to take the tech you don't want used and move it into a new racial area, then give all the normal races that racial area.
Phoenix-D
Dragonswrd
May 5th, 2001, 06:58 AM
Does sound like a pain, but thanks.
Suicide Junkie
May 5th, 2001, 04:35 PM
That's quite a project for a first mod!
I did some of that in Pirates & Nomads (http://www.shrapnelgames.com/ubb/Forum23/HTML/001696.html), so check it out if you get stuck.
One of the things I did was remove resource extraction facilities for Pirates, so they have to steal ships & scrap them for cash.
Dragonswrd
May 5th, 2001, 04:41 PM
Interesting. I was going to make it so the new mod wouldn't have lasers, but would have stronger missiles and maybe some sort of energy weapon that would drain the shields so the missile could get through. Or something else to even things out because this new tech wouldn't have shields, just armor.
Dragonswrd
May 5th, 2001, 04:57 PM
I was also wondering if anyone could assist me in making a ship set for this new tech stuff? I would like the facilities and ship to look like ship and facilities, but still look alive. Same idea as the Vorlon ships in Babylon 5. Plus I would need new component pictures.
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