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Showing results 26 to 50 of 231
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Posts Made By:
sgqwonkian
Forum:
Scenarios and Mods
August 2nd, 2010, 11:19 AM
Replies:
44
Mod:
Peculiar Planets Version 0.5. - Finally Here!
Views:
56,468
Posted By
sgqwonkian
Re: Peculiar Planets Version 0.5. - Finally Here!
I just tested it in the simulator, and I'm also having the problem where the pandomini fighters are unkillable. I put 2 terran battleships and 3 zorg frigates against a single pandomini fighter....
Forum:
Scenarios and Mods
July 31st, 2010, 12:56 PM
Replies:
36
Mod:
Variations in Friendliness
Views:
36,374
Posted By
sgqwonkian
Re: Variations in Friendliness
I hope you get it working. It should shake up the game nicely, and be a lot of fun.
Forum:
Scenarios and Mods
July 23rd, 2010, 03:51 PM
Replies:
44
Mod:
Peculiar Planets Version 0.5. - Finally Here!
Views:
56,468
Posted By
sgqwonkian
Re: Peculiar Planets Version 0.5. - Finally Here!
Hmmm, I'll look into it. There may be some small unnoticeable error somewhere, like a typo or something.[/QUOTE]
I wonder if it's case sensitive. Perhaps just changing "Zorg" to "zorg" inside...
Forum:
Scenarios and Mods
July 23rd, 2010, 03:43 PM
Replies:
44
Mod:
Peculiar Planets Version 0.5. - Finally Here!
Views:
56,468
Posted By
sgqwonkian
Re: Peculiar Planets Version 0.5. - Finally Here!
Sounds like a GFXP problem. Double-check the GFXP line of every page of all your quests. Did you make any custom planets or stars? They can also have problems with GFXP. Or, if the quest generates a...
Forum:
Scenarios and Mods
July 22nd, 2010, 06:36 PM
Replies:
44
Mod:
Peculiar Planets Version 0.5. - Finally Here!
Views:
56,468
Posted By
sgqwonkian
Re: Peculiar Planets Version 0.5. - Finally Here!
Just a heads up -
There may be a problem with the Zorg Fighter Bay. I got it, and it failed to launch any fighters at all when I was fighting the Tchorak. Then I died, so I couldn't really test...
Forum:
Scenarios and Mods
July 22nd, 2010, 01:55 PM
Replies:
44
Mod:
Peculiar Planets Version 0.5. - Finally Here!
Views:
56,468
Posted By
sgqwonkian
Re: Peculiar Planets Version 0.5. - Finally Here!
Sounds good! I hope to fit in a few games today, and add to your feedback soon.
I can easily imagine how something based on the mass driver can slow the game down. My "microparticulate duster" in...
Forum:
Scenarios and Mods
July 20th, 2010, 05:19 PM
Replies:
27
Peculiar Planets Mod for Weird Worlds
Views:
30,702
Posted By
sgqwonkian
Re: Peculiar Planets Mod for Weird Worlds
The anticipation is overwhelming. Must...play...weird worlds.
Forum:
Scenarios and Mods
April 18th, 2010, 10:25 AM
Replies:
130
Mod: Even Weirder Worlds *** Now 1.02
Views:
75,436
Posted By
sgqwonkian
Re: Mod: Even Weirder Worlds *** Now 1.02
That is great news! I'm really looking forward to your next release.
I nearly didn't post that Tan Ru code error when I noticed it, because I wasn't sure you'd ever see my comment. It had been,...
Forum:
Scenarios and Mods
March 9th, 2010, 05:43 PM
Replies:
41
Mod:
Updated: Drives 'R' Us v4.1
Views:
48,062
Posted By
sgqwonkian
Re: Updated: Drives 'R' Us v4.0
Thank you all for your kind words about my mod. I'm glad you're enjoying it.
Forum:
Scenarios and Mods
March 3rd, 2010, 02:04 PM
Replies:
41
Mod:
Updated: Drives 'R' Us v4.1
Views:
48,062
Posted By
sgqwonkian
Re: Updated: Drives 'R' Us v4.0
The first post in this thread has been updated to include a link to the new version 4.0 of Drives'R'Us. There's so much new stuff in it, I seriously considered just giving it a new name. Drives'R'Us...
Forum:
Scenarios and Mods
February 16th, 2010, 01:29 PM
Replies:
35
Mod:
Odd Adventures In Infinite Space v.003
Views:
42,780
Posted By
sgqwonkian
Re: Odd Adventures In Infinite Space v.001
You've done a great job catching the feel of the original SAIS.
I also like how enough things are different that you really have to stop and reread every item. No taking things for granted in this...
Forum:
Scenarios and Mods
February 15th, 2010, 10:21 PM
Replies:
1
Full Spectrum Analyzer/Stellar Probe
Views:
10,279
Posted By
sgqwonkian
Re: Full Spectrum Analyzer/Stellar Probe
If memory serves correctly, the scoop on PAR1 for sensors, which is set to 0 on all sensors in the main game, was that that particular parameter was going to be range for the FSA/Probe ability, but...
Forum:
Scenarios and Mods
February 11th, 2010, 09:02 PM
Replies:
3
Main Quest Modding
Views:
10,878
Posted By
sgqwonkian
Re: Main Quest Modding
To change this so you get a random mainquest every game:
Open the file "numbers.ini", and change the line that says:
game_mainquest_freq 5
Change only the number at the end of the line. If...
Forum:
Scenarios and Mods
February 10th, 2010, 07:38 PM
Replies:
1
ALLY # + flag always don't mix (probably obsolete)
Views:
9,777
Posted By
sgqwonkian
Re: ALLY # + flag always don't mix
Weird. The game sure has some oddball non-intuitive limitations. I added your observation to the "always" page at the modding wiki.
Thanks for pointing it out!
Forum:
Scenarios and Mods
February 9th, 2010, 03:04 PM
Replies:
8
Mod:
Teeming With Life version 1.4.2
Views:
16,793
Posted By
sgqwonkian
Re: Telepathic Links and Duplicate Ideas
It's fine with me if we have something similar in our mods.
I can think of plenty of ways to put little twists on that basic concept. As you said, you may have it triggered by an item. Or it...
Forum:
Scenarios and Mods
February 8th, 2010, 04:01 PM
Replies:
8
Mod:
Teeming With Life version 1.4.2
Views:
16,793
Posted By
sgqwonkian
Re: Teeming With Life version 1.4.2
Here's the new 1.4.2 version of Teeming With Life.
While most of this update is just little debugs and (mostly minor) graphics improvements, this version also adds 2 new quests, and an item or...
Forum:
Scenarios and Mods
February 8th, 2010, 01:24 AM
Replies:
27
Peculiar Planets Mod for Weird Worlds
Views:
30,702
Posted By
sgqwonkian
Re: Peculiar Planets Mod for Weird Worlds
10 new races? Wow. Really looking forward to this.
Forum:
Scenarios and Mods
February 7th, 2010, 10:43 PM
Replies:
36
Mod:
Variations in Friendliness
Views:
36,374
Posted By
sgqwonkian
Re: Variations in Friendliness
That's a bummer, but I understand.
I got really angry with my current modding project earlier today, but stumbled across the solution just as I was about to give up. So, I hear you.
Forum:
Scenarios and Mods
February 7th, 2010, 12:14 PM
Replies:
36
Mod:
Variations in Friendliness
Views:
36,374
Posted By
sgqwonkian
Re: Variations in Friendliness
Found the problem.
According to the Modmaker's Guide:
(emphasis mine)
REQ0 to REQ3 are all triggering. REQ4 and REQ5 have no meaning, and will never be taken into account, as the game...
Forum:
Scenarios and Mods
February 5th, 2010, 03:09 AM
Replies:
36
Mod:
Variations in Friendliness
Views:
36,374
Posted By
sgqwonkian
Re: Variations in Friendliness
Really? I'm pretty sure it worked just fine when I tested it. I'm fairly certain that I got the ally version to generate, with the mercs text, at a time when the wormhate variable was in play. They...
Forum:
Scenarios and Mods
February 4th, 2010, 07:10 PM
Replies:
130
Mod: Even Weirder Worlds *** Now 1.02
Views:
75,436
Posted By
sgqwonkian
Re: Mod: Even Weirder Worlds *** Now 1.02
Hey Phlagm,
I wonder if your problem with the Cambrians has anything to do with the Tan Ru being set to both "random" and "always". Like, maybe they're either taking up two slots out of the number...
Forum:
Weird Worlds: Return to Infinite Space
February 4th, 2010, 06:47 PM
Replies:
6
Bug:
Mac Bugs
Views:
14,030
Posted By
sgqwonkian
Re: Mac Bugs
And another bug I just noticed recently...
The following line is in fb_rav_head.ini (in the main game, no mods):
However, there isn't a file named fb_ravhead.wav in the sounds/combat folder....
Forum:
Scenarios and Mods
February 4th, 2010, 10:54 AM
Replies:
36
Mod:
Variations in Friendliness
Views:
36,374
Posted By
sgqwonkian
Re: Variations in Friendliness
That was, of course, supposed to say "I can't rule it out till it's been tested."
Forum:
Scenarios and Mods
February 3rd, 2010, 05:24 PM
Replies:
17
Mod:
Updated Mod: Sgqwonkian Crisis v1.5
Views:
10,928
Posted By
sgqwonkian
Re: Updated Mod: Sgqwonkian Crisis 1.5
Version 1.5 of Sgqwonkian Crisis is now available.
+ Improved graphics. Still not up to the standards of my other recent work, but it's not painful to look at anymore, either.
+ Debugged from...
Forum:
Scenarios and Mods
February 2nd, 2010, 12:16 PM
Replies:
36
Mod:
Variations in Friendliness
Views:
36,374
Posted By
sgqwonkian
Re: Variations in Friendliness
Have you ever tried to mod a quest that uses the THIF or SABT commands? I did, a while back, and I found there's all sorts of problems. Neither of those two codes will work with anything but the...
Showing results 26 to 50 of 231
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