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-   -   Communist Worlds Union (v0.1) (http://forum.shrapnelgames.com/showthread.php?t=48438)

Dauss February 23rd, 2012 08:29 PM

Communist Worlds Union (v0.1)
 
1 Attachment(s)
By the looks of it I'm going to have the first post here of 2012. Not encouraging...

Anyways, thanks for taking a look at my first Weird Worlds mod, the Communist Worlds Union! For some backstory, the goals of this mod, the changelog, and some writing about myself, check the included readme!

If you're new to the mod installing thing, just extract the CWU folder from the .rar, and place it in the same directory as your weird.exe (/Program Files/Shrapnel Games/Weird Worlds/).

As this is my first ever Weird Worlds mod, there's a lot I'm having a rough time with. If you think you can help, please, get in touch with me! My contact info (and most of my problems) are listed in the readme.

For now I'll leave you with some images of the mod, and hopefully you'll check out the mod! Happy playing.

http://dl.dropbox.com/u/1160406/frigateparts2.png

This is the end result of me pissing around with bits and pieces of the default Terran craft to create the CWU Champion class dreadnought! Currently the only new craft in the mod. Trust me, I'm working on it.

I'm hoping these forums aren't too dead, I'd love to hear input and get help with my further modding endeavors. Even if you're just popping in, please, leave a comment!

EDIT: Geez I guess actually uploading the mod might help a bit too eh?

Dauss March 1st, 2012 10:58 PM

Re: Communist Worlds Union (v0.1)
 
It'd be cool and all if the 8 of you who downloaded left a comment. : P

Anyways I'm going to work on this a bit more tonight, you can expect an update sometime this week.

Dauss March 2nd, 2012 12:00 PM

Re: Communist Worlds Union (v0.1)
 
http://dl.dropbox.com/u/1160406/cwuftr.png

And here's the first image of the CWU fighter, the sprite for which was shamelessly made by picking apart the Ripley and Terran fighter sprites and putting them back together.

These fighters will be slow, but very numerous, armed with slow firing, but strong (for a fighter) cannons. Better take out those deployers ASAP, before you're overwhelmed!

Think I'll do the fighter factories next.

chabex March 2nd, 2012 12:13 PM

Re: Communist Worlds Union (v0.1)
 
I was afraid that everybody abandoned this forum - let alone making new mods... Go on man! :)
I will check your mod but thanks for even making it!

GameGroker April 21st, 2012 05:15 AM

Re: Communist Worlds Union (v0.1)
 
I've tried the mod 3 times (once for every ship-type) in Win 7(64 bit), and the same in Win xp (32 bit), and the game crashed to the desktop every time when I clicked the start button. Also I don't see any C.W.U. ship types in the menu. I like yer banner picture. I still play almost every day SOME version of the over one dozen flavors of the game. This is my 1st post, even tho I visit every month or so. Keep werking on it please, the ships look interesting.

Black_Bear April 22nd, 2012 09:47 AM

Re: Communist Worlds Union (v0.1)
 
The same happens on my system as well Win 7 64 bit.

clomaka May 3rd, 2012 01:41 PM

Re: Communist Worlds Union (v0.1)
 
pretty ships:)

chabex May 6th, 2012 04:13 AM

Re: Communist Worlds Union (v0.1)
 
On W7 64 it crashes for me too...
Ships look cool - don't give up!

Khuratokh May 19th, 2012 05:44 PM

Re: Communist Worlds Union (v0.1)
 
although I like the shipmodels. I can't acually play the mod itself. It keeps crashing. (win xp)
Good effort for your first mod, though.
If any of the old mod masters were still around they could probably fix it for you. oh well...

clomaka June 13th, 2012 10:09 PM

Re: Communist Worlds Union (v0.1)
 
it's been so long, but my best advice is to (save off what you've done, and) restart from the base game and add things in one piece at a time. Things need to be added in multiple different places, and if you screw one piece up, it all crashes.

general workflow that i remember:
***check to make sure it all runs correctly after *each* step***
1- create a new ship (w. prepackaged weapons, etc) and add it to an existing race, generally human.
2- create new race and add your ship into it (and delete it from where it was before)
3- tweek the loadout of the ship
4- if you're adding new weapons etc, now is the time to add them into the mix.

this all helps you figure out where things are going wrong. if you add everything at once, you'll have no clue where to start. if i recall correctly, one of the larger pains was getting the naming of the ship correct in the hull list in game.ini vs the ship definition in the (race).ini vs. the name in the (hull).ini (and having the (hull).ini named correctly, too).

quests are a whole other can of worms :<.

sorry to be so general, but I hope that helps.


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