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Posted

do we wan to keep details of this mod secret so it comes as more of a surprise when we release it?

well anyway, I attempted to introduce the marksmen firing range thingy but I cannot find a way to get it to work in the way we want as u cannot get XP from killing/shooting your own units.

Hadn't thought about that little SNAFU, hmmm, maybe it could be circumvented by changing the house to 'incidental,' but I doubt it would be that simple. Maybe you could destroy a structure and leave an object behind that would have those qualities; in a way it is similiar to the 'Amal' idea, the synthetic spice. That way, the structure, object, unit, whatever, left behind has those qualities that are neccessary, yet may not neccessarily be 'yours' and you may be able to use it.

As for secrecy, no real need there. Its best to keep most things out in the open so we can be critiqued by our peers, keep an interest out there, and most of all, so people may actually have a clue about how to use any extra features we can come up with.

Posted

No set dates are going to be possible yet, Ethan. I still have a full dance card for the next few months and I'm probably going to be driving Apollyon crazy chasing those pesky wild gooses for the foreseeable future ;). What I am trying to make available though is the code for most of the units that do work so if someone is interested in the basic ideas, they can use whatever units we make for their own mods, and vice versa; if there is a unit that they want to share with the community, they can send it to me and I'll post it on the website. It would be a great way to learn the techniques and technologies of one another, and tease everyone about what else we can make. Still under construction, though and if I don't finsh in the next two weeks, you'll have to wait another two months for the website and any real progress.

Posted

whats cute bout my sig? ?=|

changing the house to incidental on the marksmens range has no effect as it still *belongs* to u.

it wud b possible to have it left behing when a building is destroyed but only if the building is controlled by an opponent.

Posted

your idea for a web resource of emperor data (units and such) is really gr8

however the emailing method of sending data seems a tad slow and inconvenient

it would be far more efficient if we used 1 of the 2 methods:

1) we use a CGI script so that we can add data without uploading new pages to the net. Also this means that several admins can upload unit data that they have received in email instead of u doing all of the work.

This way if say I receive data for a unit I dont then have to email u with the same stuff and then u wud have to edit the webpage.

2) we simply allow any data to be posted by anyone on a forum like database. The only problem with that is that some ppl may not be as bothered to upload data to an established database as email may be considered easier. Also email means that we can have a chance to test the unit/whatever to see if it works.

Posted

All we have worked on right now is gameplay issues. At least right now, we are trying to build units that work within the limited scheme of the original. That means the Rules, Artlin, and .ini files. Once that is done, we need to work on the AI files to allow the computer to compete as well. Any new music, XBFs, or textures might have to be 'subcontracted' out; I don't know about Apollyon, but I know I do not currently possess the proficiency to make those myself, nor do I have the time. So an initial release will probably be just codes for the above mentioned files. Once those are troubleshot and balanced, we'll start adding new models and such. So the initial release, a 0.1 version, will likely be less than 1 megabyte, and is maybe 3-4 months away, we'll just say January. We'll tweak it, correct errors, until we get it right, and then start importing more spacious files. Since we are still trying new things, and do not know which ideas may work and which ones will not, it will be some time before we can point out specifics about anything.

Posted

Well, if we can't build the training post, we could make it a preplaced building on custom maps and thus another 'natural resource' to be fought over. It might be worth it in just this way, and in any case it is something rather new. But then again there is always the engineer and the deviator effect that could be explored, both values will change the unit ownership. Also, in the campaign, incidentals will change ownership midgame. Hmmm, just thoughts.

Posted

I like the CGI script idea, but I'm really clueless without an example to go by. First, what IS CGI script, and how do you use it? Could you send me some examples of the code.

Posted

well i cannot upload any CGI files cos they dont let it =(

but to see a CGI script in action visit my forum =)

at www.kaoswurx.cjb.net (the forums tab on the left)

Posted

Apollyon, can you find out if the AdvancedFremen = TRUE statement will neccessarily cancel out any other t/f statement. My idea is to have a commando that can transform between two or three different variations, one being a medical specialist (the other two being combat and infilitration/demolition). I would love to have the unit have Repair = true as part of its code, but I just want to see if that's possible.

Posted

what if you were to make it deploy into a different unit that looks the same, then give that unit repair qualities. You could also try like disableturretifdeployed = TRUE and stuff. Some combos of those should make it possible. Remember, where there's a will, there's a way.

Posted

what if you were to make it deploy into a different unit that looks the same, then give that unit repair qualities. You could also try like disableturretifdeployed = TRUE and stuff. Some combos of those should make it possible. Remember, where there's a will, there's a way.

well the deploy thing was the original idea

and no neither will work as the advancedfremen and the repair statements cancel eachother out =(

Posted

Apollyon, could you also investigate to see if it is possible to lay a 'splat' in a straight line? I was thinking a weapon that does continuous damage might be able to leave the splat behind in the direction of firing. Consider the inkvine phenomenon. Say you leave that splat...

[inkVineSplat]

Size = 3

Posted

I'm dropping FOUR units from each of the Great Houses, the light infantry, the engineers, and the scouts, all to be replaced by general purpose commandos (less expensive than engineers, more expensive than infantry. The ATtrike, HKBuzzsaw, ORDeviator are all going, the remaining units are stronger. The Atreides will benefit by having TWO ornithopters (air-superiority/interceptor and attack gunship) and an AC-130 Gunship ADP. The Harkonnen will gain the MRLS (Multiple Rocket Launcher System), an extreme range, though inaccurate, rocket launcher; TurretYAcceptableAim/ TurretXAcceptableAim statements could produce that effect (???). The Ordos will probably just get advanced veterancy stats and be extremely outfitted for manuever warfare.

Posted

This brings me to my next point; there are only two styles of warfighting. One is Maneuver warfare, where you seek the advantage over the opponent by exploiting his weaknesses and avoiding his strengths. The other is warfare by attrition, where success is usually determined by the losses inflicted on the other. Each Great, Sub, and Super House will empathsize one of these two styles. The only exception to the rule is the Atreides, which will embrace the 'American' style of warfare with massive airpower (three combat aircraft) to back its ground troops. In order to make this happen correctly, I need to know if it is possible to set up the Atreides base differently than the rest, to empathisize this difference, in the AI files.

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