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October 25th, 2007, 04:01 AM
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Corporal
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Re: Mod: Even Weirder Worlds *** Now 1.00
How'd you like the combobulator? I was so sad when the THIF flag didn't work. My original intention was to make 4 or 5 of them, only one would load per game.
The function was to have been this: YOu click it, it steals a tech item, and gives you another. it then removes itself and gives you the next version. That one removes tech and gives a living thing...and replaces itself, then one gives you a unique item, and replaces self, then I was going to work in some other tech things, and finally end the chain with something extremely undesirable.
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October 25th, 2007, 11:18 AM
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Re: Mod: Even Weirder Worlds *** Now 1.00
The THIF flag sounds like it's for the Esmerelda event, right? In that case, wouldn't the old version of the combobulator show up for trade at an alien homeworld?
I think it might work if you use the REMV flag like the Golden Cannister does. I'll try to try this out.
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October 25th, 2007, 11:43 AM
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Re: Mod: Even Weirder Worlds *** Now 1.00
The problem is that with the REMV flag, you have to specify an item name, like dv_canister. So you can't do what I want it to do and randomly "recombobulate" items in your cargo.
In an ideal world, I'd be able to THIF with a device and also be able to specify my own item FLAGs. In addition to tech, loot, life, etc., I could put in combobulator, and then ITMS 1 combobulator, so it'd be completely random as to which one you'll get after you use it. On top of that, if I could have a way for it to set off the bomb without prompting for a time (this may be possible, I don't remember) or to put on a NOVA at the current star upon item use, then I can make the one bad combobulator REALLY bad. There would probably also be a nonfunctional one, so you couldn't just do it forever.
These flags would also help me with a mainquest I'd like in the game, but I'll share that another time.
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October 25th, 2007, 01:29 PM
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Re: Mod: Even Weirder Worlds *** Now 1.00
Ah, I missed the part about about stealing an item. I thought you wanted to use THIF on the combobulator itself.
Would it be possible to make a one time use version of it via a special quest like you did for the cambrian egg?
edit: Actually, more like the underdelve exploration. eg, you arrive at the planet and it says "You found the combobulator! Turn it on? Y/N" If yes, it does its thing. If no, say that your crew dropped it on the way back to the ship, and you get a nonfunctional combobulator.
You could have several of those quests with the differing effects, but which look identical to the player.
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October 25th, 2007, 04:28 PM
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Corporal
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Re: Mod: Even Weirder Worlds *** Now 1.00
Quote:
Phlagm said:
How'd you like the combobulator? I was so sad when the THIF flag didn't work. My original intention was to make 4 or 5 of them, only one would load per game.
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Well, since it didn't work I was a bit disappointed, but it was funny.
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October 25th, 2007, 04:31 PM
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Re: Mod: Even Weirder Worlds *** Now 1.00
I noticed in 1.01 you removed the Corrupted Tan Ru. I ran into them a couple of times. Each time I caught up with the first fleet at the Tan Ru homeworld and there were so many normal Tan Ru I didn't even have to fight them.
The second time I found the Core soon after they showed up, but the second time I didn't find them until quite a bit of time after they made it to Glory. Was a warning that they reached Glory supposed to be sent, and was there supposed to be a time limit before they converted Glory?
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October 25th, 2007, 05:26 PM
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Corporal
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Re: Mod: Even Weirder Worlds *** Now 1.01
In 1.00, I was using a pirate corvette, the Photosynthesis, and had two weapons -- I believe, the hydra missile launcher and the euachilid spike (the Cambrian rear-firing weapon).
When we decided to attack some Muktian fighters, those weapons didn't fire at all. What gives?
Also:
What with the Corrupted Tan Ru, the Yellow Kawangi ship doesn't seem all that intimidating in actual combat, but it can fly around blowing up stars on the main map. I think it'd be cool if it (and possibly the Prometheus station) were boosted, so as to make for more interesting battles, and to preserve their status as the ultimate threats in-game.
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October 26th, 2007, 04:43 AM
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Re: Mod: Even Weirder Worlds *** Now 1.01
RE ExplorerBob: Hmm... I should make the hydra missile fire at small ships maybe. But lots of the larger slow weapons don't target fighters. So if you arm yourself with large-damage long-range missiles, you get shredded by little fighters.
I think the Kawangi may still be okay. It does, however, take two of them to break even in combat with the Megacluster. I should upgrade the station, though. You're right. And now that you mentioned that, I have an idea.
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October 27th, 2007, 05:57 AM
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Re: Mod: Even Weirder Worlds *** Now 1.01
Hi, I just downloaded this mod and its great, I think I may switch to it entirely over vanilla. My favorite thing about it is the amount of higher end equipment. The thing that bothered me about the vanilla game was it was really hard for me to make any other ship in my flotilla have any survivability because decent equipment was so hard to come by.
Also: I noticed a text overrun in the little popcorn looking thing, it was some sort of sludge beast I think. I don't remember the exact name, but in the text it said it was hard to capture but didn't' say what it did to you if you installed it.
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October 27th, 2007, 06:47 AM
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Re: Mod: Even Weirder Worlds *** Now 1.01
Also: I don't seem to see the stellar cannon firing, does it have extreme close range?
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