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Search: Posts Made By: Phlagm
Forum: Weird Worlds: Return to Infinite Space September 6th, 2013, 07:46 PM
Replies: 3
Views: 4,027
Posted By Phlagm
Re: Weird Worlds Sequel is on Kickstarter

Remember me? Wow. I haven't checked these forums in FOREVER. Once I upgraded my OS I could no longer play Weird Worlds, so my modding career was kind of done. But Weird Worlds was really only...
Forum: Scenarios and Mods April 26th, 2010, 01:51 AM
Replies: 130
Views: 23,455
Posted By Phlagm
Re: Mod: Even Weirder Worlds *** Now 1.02

I'm still getting a little bit of downright bizarre behavior, but I'll live with it. That "always" flag is a dangerous thing.

Anyway, I've spent the weekend adding a couple of spiffy new things,...
Forum: Scenarios and Mods April 17th, 2010, 09:53 PM
Replies: 130
Views: 23,455
Posted By Phlagm
Re: Mod: Even Weirder Worlds *** Now 1.02

You, my friend, are a genius. I still have my issues with modding this particular game, but I am now suddenly jazzed. The flag thing seems to have fixed it. I'm going to play a little more to make...
Forum: Scenarios and Mods December 30th, 2008, 07:45 PM
Replies: 10
Views: 3,885
Posted By Phlagm
Re: OT: I miss this place, and Weird Worlds

The sad thing is that I have 2 more main quests for EWW, and about...hmm...4 races that were in the works. One is pretty close to done too...aside from unique weapons. But the weaknesses in the...
Forum: Scenarios and Mods June 15th, 2008, 03:53 PM
Replies: 130
Views: 23,455
Posted By Phlagm
Re: Mod: Even Weirder Worlds 1.02

Thanks. I've actually been kicking around the idea for a little while. I probably will make another at some point in the near future.
Forum: Scenarios and Mods May 1st, 2008, 03:33 AM
Replies: 8
Views: 2,638
Posted By Phlagm
Re: Weird Worlds: Rebalanced

I take a different approach. I make more horrible enemies, and then more awesome weapons and shields, and then even more horrible enemies, ad infinitum. I've now got some enemies that are nasty...
Forum: Weird Worlds: Return to Infinite Space April 28th, 2008, 06:49 PM
Replies: 8
Views: 3,548
Posted By Phlagm
Re: Ramming spoils combat for me

Hah. You just need to play a mod. I have a few ramming ships and some shields to aid that.
Forum: Scenarios and Mods April 24th, 2008, 07:48 PM
Replies: 2
Views: 2,382
Posted By Phlagm
Re: mini-mod openable time capsules

Hey Icky. I've been kicking around the idea of modding some more. I've got a whole bunch of stuff waiting in the wings, just don't have time to put it into action. I also need someone to help me...
Forum: Scenarios and Mods March 21st, 2008, 05:45 PM
Replies: 130
Views: 23,455
Posted By Phlagm
Re: Mod: EWW: Recombobulator

I'm not sure how likely it is that there will be another major patch. My problems with the modding are significant enough that I don't think they are readily fixable with a small patch. My primary...
Forum: Scenarios and Mods February 27th, 2008, 12:20 PM
Replies: 1
Views: 1,565
Posted By Phlagm
Re: device to force transposing?

I don't think it's doable. I've not had much luck doing anything with movement of ships or fleets that's not expressly done for a quest in the game.

I wanted to make a bunch of away missions...
Forum: Scenarios and Mods February 27th, 2008, 12:07 PM
Replies: 130
Views: 23,455
Posted By Phlagm
Re: Mod: EWW: Recombobulator

I haven't done much with it but become exasperated. If i dramatically increase the numbers that should be showing up, nothing happens. I started experimenting with making small quests that have...
Forum: Scenarios and Mods February 25th, 2008, 08:15 PM
Replies: 130
Views: 23,455
Posted By Phlagm
Re: Mod: EWW: Recombobulator

The problem is that REMV has to have a specific item name. It won't take a random thing. If you do THIF or SABT, the item will pop up elsewhere inexplicably.

What ends up happening, is that none...
Forum: Scenarios and Mods January 21st, 2008, 07:50 PM
Replies: 6
Views: 1,094
Posted By Phlagm
Re: What is the difference between break and endqu

Endquest totally kills the quest and no more pages from it will be evaluated. That way you don't have to worry about accidentally matching conditions long after a quest is over and done with.
...
Forum: Scenarios and Mods January 16th, 2008, 05:25 AM
Replies: 1
Views: 1,267
Posted By Phlagm
Re: attn: Phlagm - EWW - cambrian ships

that's where I got em http://forum.shrapnelgames.com/images/smilies/happy.gif
Forum: Scenarios and Mods December 29th, 2007, 02:14 AM
Replies: 33
Views: 3,317
Posted By Phlagm
Re: Star Wars Mod - Anyone?

I like Kawangi as death star, destroying worlds as it goes. Plus, all you have to do is replace the nova cannon with the massive beam.

You can make it do so much damage that it's essentially an...
Forum: Scenarios and Mods December 17th, 2007, 04:40 PM
Replies: 9
Views: 1,136
Posted By Phlagm
Re: New modder here, just have a question

There's a great post about it on that same site
Forum: Weird Worlds: Return to Infinite Space December 14th, 2007, 02:12 PM
Replies: 3
Views: 2,118
Posted By Phlagm
Re: Noob Question: Ambassadors

you just get points for having them when you retire
Forum: Scenarios and Mods December 13th, 2007, 06:54 PM
Replies: 9
Views: 1,136
Posted By Phlagm
Re: New modder here, just have a question

I have tried to do that, but actually found that following the Klakar ship example (which is a photoshop file) loosely it the best solution. My Sphyrna race was drawn from scratch by first drawing a...
Forum: Scenarios and Mods December 11th, 2007, 03:54 PM
Replies: 33
Views: 3,317
Posted By Phlagm
Re: Star Wars Mod - Anyone?

I don't know, I'd prefer the real top view, but that's just my preference. I overlook lots of ship ideas because they don't look good from above
Forum: Scenarios and Mods December 11th, 2007, 01:19 PM
Replies: 3
Views: 912
Posted By Phlagm
Re: When does haveshiprace trigger?

I think it only ever triggers from an encounter in the game, right? I've found that many things will only trigger when you arrive at a planet. It'll do the same thing if you wait for two variables...
Forum: Scenarios and Mods December 10th, 2007, 07:34 PM
Replies: 4
Views: 944
Posted By Phlagm
Re: Grrr!

did you shrink it by 2 letters and try running the game a few times? I wouldn't be surprised.
Forum: Scenarios and Mods December 10th, 2007, 05:44 PM
Replies: 33
Views: 3,317
Posted By Phlagm
Re: Star Wars Mod - Anyone?

I guess it depends on what your quests look like, and how involved you want to get with making them ship-specific. I would suspect that you'd be able to work out something with each type of ship. ...
Forum: Scenarios and Mods December 10th, 2007, 01:23 AM
Replies: 10
Views: 2,097
Posted By Phlagm
Re: MOD - Weird Worlds: Rebooted [ATTACHED]

Yeah, it is, actually. It's that same time device issue. I can't remember which device did it to me, but I ended up scrapping it.
Forum: Scenarios and Mods December 6th, 2007, 11:33 PM
Replies: 11
Views: 1,314
Posted By Phlagm
Re: Mod problems

and beam "immunity" can only be handled in the following manner: YOu need an ultrafast regen shield with not many hitpoints (like my jellyfish shield for example) that way big hits will knock down...
Forum: Scenarios and Mods December 6th, 2007, 11:31 PM
Replies: 11
Views: 1,314
Posted By Phlagm
Re: Mod problems

Yeah. I actually have a "ship" like that, but I haven't worked it into the real game just yet. Maybe I'll do that on the next patch. The real issue is that when it explodes, you need to have made...
Showing results 1 to 25 of 151

 
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