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January 26th, 2004, 10:35 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: New SJ mod
I'll be posting the files once I've got the core done.
Not sure how long it'll take.
What I do know I need to still do:
- Decide on basic stats for the weapons (7by5 grid = 35 weapons)
- grid 'em up (3 areas, 6 levels)
- clean up the tech areas, make sure everything is researchable and delete unused ones.
- Run through the components and throw in some reasonable prices for everything.
The rest can wait, and there will be plenty of tweakage room.
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January 27th, 2004, 12:18 AM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
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Re: New SJ mod
All right 
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January 27th, 2004, 01:59 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: New SJ mod
Your tech gridder program will make actually generating all the comps take no time at all once you get them planned out. 
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January 27th, 2004, 12:14 PM
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Corporal
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Join Date: Feb 2003
Location: Pennsylvania
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Re: New SJ mod
Fyron why don't you say something mean or rude about SJs work.
Then we can here him defend his long hours of work and programing as you do with other modders (you have issue with).
SJ your work is outstanding BTW
Thanks, I also look forward to the sj mod
[ January 27, 2004, 10:15: Message edited by: QBrigid ]
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February 17th, 2004, 05:12 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
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Re: New SJ mod
After late nights all weekend and a midterm exam monday, I've finally got a bit of time to breathe!
Time to try out the combat system with other people!
Tomorrow, Tuesday 17, at about 7:00pm EST, I'm going to be on IRC to arrange some fleet-action tactical combat.
Post questions and requests in the IRC tactical thread.
http://www.shrapnelgames.com/cgi-bin...&f=23&t=010977
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February 19th, 2004, 07:25 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: New SJ mod
Mod update:
I've got base stats for the weapons, now.
Some nice pictures, animations, and even sounds!
Note:
Will add some fighter stuff next.
Once the Last patch is out, more of the ship weapons will be able to target fighters... beam weapons, mainly.
At the moment, only light missiles target fighters.
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February 19th, 2004, 11:05 AM
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General
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Join Date: Mar 2001
Location: UK
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Re: New SJ mod
hi SJ,
Just had a quick snoop through the vehiclesize.txt on your new mod, and I have a few suggestions:
You are curretnly using the troopinfantry pic for both you light and heavy infantry. I suggest using Troopinfantry for light and eliteinfantry for heavy. There is a generic for eliteinfantry available in the proportional response pack.
Some shipsets are now coming out with minesmall/minemedium/minelarge, satellitesmall/satellitemedium/satellitelarge pics. You can use these without any shipsets resorting to generics whatsoever. Just change the appropriate lines to:
Primary bitmap: minesmall.bmp
secondary bitmap: mine.bmp
Primary bitmap: minemedium.bmp
secondary bitmap: mine.bmp
Primary bitmap: minelarge.bmp
secondary bitmap: mine.bmp
For traditional shipsets with only one mine image, that image will still serve all three sizes as before. However newer shipsets which include one or two extra mine images will use them.
Same for satellites, obviously, and drones as well if you feel like it.
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