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June 15th, 2007, 12:26 PM
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Sergeant
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Join Date: Nov 2006
Posts: 220
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Re: Kwok\'s next Mod
I would like to see more in game help and descriptions. I know this can make modding it tedious, but it helps with things that you are unsure of. IE.....making sphereworlds, warp hole generators, etc.
I would love to see verbose descriptions and possible examples on how/what/where to use said items. Even on simple weapons we could add flavor text that sorta advises how to best use said weapon. DUC's could comment on making sure you have good supply and ordance since the weapon consumes both. Battle stations - I would build them and the wouldn't fight!!?? After a bit of web reading I realized they need supply storage (no engines to hold supply), but if the base description mentioned that i would have built them correctly right from the get go.
Best thing to remember when doing this, "A lot of us are NO WHERE near the skill level you are or not even in the same ball park on understanding game mchanics!" I have to minimize games and try to find help on the web when I encounter some of these situations/questions.
Thanks for the time and all the GREAT work you are doing!!!
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June 16th, 2007, 12:36 PM
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Second Lieutenant
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Join Date: Sep 2006
Posts: 482
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Re: Kwok\'s next Mod
Kwok, any plans to increase resource demand or research cost for this mod? Some way to slow down expansion/research rates...
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June 18th, 2007, 06:06 PM
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Captain
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Join Date: Apr 2003
Location: Burnaby
Posts: 995
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Re: Kwok\'s next Mod
Sounds like sweetness. If you need any component pictures done, I volunteer myself to do a few.
__________________
Suction feet are not to be trifled with!
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June 19th, 2007, 12:34 PM
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Corporal
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Join Date: Sep 2006
Posts: 164
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Re: Kwok\'s next Mod
Suggestions:
1 have asteroids in the same sector add together for planet creators (small + tiny = medium, etc) [ugh, and the planet over planet flashes on my computer]
2 have atmospheric conversions at least partially randomize planetary conditions.
3 have two levels of colonizer research, level one only does the native atmospheric type, level two does domed.
4 split up value improvement plants into three categories, one for each resource.
5 consider having (higher level/long range) warp point creation only target another one of your warp capable ships, instead of the system... this would allow precise warp point placement and add some strategy to the pre-shielded-system game.
6 the last one would probably not be mod material... it would be nice to be able to lock a planet from population migrations... so I could freaking make/convert a sphere world to some other atmosphere (for a conquered species) without my own race spamming it with colonists.
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June 19th, 2007, 01:59 PM
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Private
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Join Date: Oct 2006
Posts: 34
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Re: Kwok\'s next Mod
1. This would have to be done by MM, since stellar manip components are hard coded. Planet-over-planet also has to be fixed by MM by only drawing one of a given size of planets. (I wouldn't want only one object drawn - planets in asteroid fields look nice, IMO)
2. This can only be done by MM, also. Might be a really hacky way to do it during events, but I'm not sure.
3. Another thing that was hardcoded. One colonizer does it all. Can't mod that in.
5. Stellar Manip is all hard coded - can't change its destination like that.
6. Again, that can only be done by MM.
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June 19th, 2007, 04:50 PM
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Corporal
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Join Date: Sep 2006
Posts: 164
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Re: Kwok\'s next Mod
Quote:
Thy_Reaper said:
1. This would have to be done by MM, since stellar manip components are hard coded. Planet-over-planet also has to be fixed by MM by only drawing one of a given size of planets. (I wouldn't want only one object drawn - planets in asteroid fields look nice, IMO)
2. This can only be done by MM, also. Might be a really hacky way to do it during events, but I'm not sure.
3. Another thing that was hardcoded. One colonizer does it all. Can't mod that in.
5. Stellar Manip is all hard coded - can't change its destination like that.
6. Again, that can only be done by MM.
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lol, gives new meaning to highly moddable.
thanks, nice to know that info.
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June 19th, 2007, 05:19 PM
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Sergeant
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Join Date: Jan 2007
Posts: 323
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Re: Kwok\'s next Mod
If they allowed you to change everything then there wouldn't be a point in selling you the game in the first place...
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