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  #1  
Old May 26th, 2013, 01:02 PM

mantari mantari is offline
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Default MOD - Weird Worlds: Rebooted v0.11

Weird Worlds: Rebooted is a mashup of a number of different mods that are already out there. It is actually a pretty fun mod to play through, but my only regret was that I didn't include more. I was also held back by some of the game engine bugs. One of the more interesting things about this mod is that I managed to hack in a random number generator into the game (which you will see at the start of a mission). The game engine makes no provision for random number generation, so this was kinda cool.

Compared to v0.10, this is an update to remove the diagnostic star names (which were massive spoilers).

Something that is easily forgotten is that there are different ship types at the start of the game.

There are a few strange things here and there. Your inventory size can vary based upon the types of ships in your fleet. There is a weapon or two that can only be mounted in very large warships. There is an item in the universe which nobody wants to trade for.

The file is a little too big for the forum, so I uploaded it here:
http://www.sendspace.com/file/yt69ce

Let me know if there is anyone with a pulse who still plays the game.
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  #2  
Old May 28th, 2013, 07:23 PM

Zythee Zythee is offline
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Default Re: MOD - Weird Worlds: Rebooted v0.11

Still play quite often

I'll try this out!

Spotted it after noticing your fix for the virus in the Babylon mod... Thanks for that!
  #3  
Old May 29th, 2013, 07:03 AM

Zythee Zythee is offline
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Trophy Re: MOD - Weird Worlds: Rebooted v0.11

Great mod. Runs smoothly so far and adds just the right amount to the game. Thanks for all the hard work!
  #4  
Old May 29th, 2013, 12:31 PM

Alphasite Alphasite is offline
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Default Re: MOD - Weird Worlds: Rebooted v0.11

I'll give it a try later today. I still play a lot, too.
  #5  
Old June 4th, 2013, 07:39 PM

chabex chabex is offline
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Default Re: MOD - Weird Worlds: Rebooted v0.11

Now my kids are playing it
Great mod- how can I translate the text in the mod?
  #6  
Old June 7th, 2013, 07:22 PM

mantari mantari is offline
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Default Re: MOD - Weird Worlds: Rebooted v0.11

Quote:
Originally Posted by chabex View Post
Great mod- how can I translate the text in the mod?
It would be a bunch of work. Under the a-reboot directory that you unzipped, you would go into the gamedata. You'll want to go into EVERY .ini file in that directory and all the subdirectories (perhaps with the exception of "hulls") and look over what you want to change. Stay away from modifying things like NAME, NAM1, NAM2, SNAM, PTYP, and SHIP. You can absolutely modifying any line in a TEXT segment. Perhaps TITL as well (title).

Changing the wrong thing could make the game crash, so you're probably better off sticking to just the TEXT items to change. You can open the .ini files with Windows Notepad (or a similar plain ASCII text editor). Be sure you save your changes with the same filename (and not .txt).

Hope this helps.
  #7  
Old June 13th, 2013, 01:01 PM

chabex chabex is offline
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Default Re: MOD - Weird Worlds: Rebooted v0.11

Thanks man this helps a lot!
I will take a look what could be done (for my kids)
 

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