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 Xenobiology [anyone good at recursion, take a look] 
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Post Re: Xenobiology [anyone good at recursion, take a look]
Make it come load with some bloby things so it look like its spitting acid spit


Wed Apr 23, 2008 11:27 pm
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Post Re: Xenobiology [anyone good at recursion, take a look]
Man, lots of replies.

Jox =3 - Nope, no attacks in the works for it. They're benign floating mammals (?).
re: Egg Laying - Yes, it's too quick, and it takes a lot of health off. It'll be balanced when/if the cycle can be completed, doncha fret.
re: Spawning Broke-Breakwound - Yeah, can still do it. Maybe that might be needed. I'll check it out.
re: Realism - Not at all concerned about realism, just game balance. The only reason I want them to reproduce at all is so the fun of shooting em down stays as long as desired.


Thu Apr 24, 2008 4:43 am
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Post Re: Xenobiology [anyone good at recursion, take a look]
eternjc wrote:
I've been playing with breakwounds, but no luck so far. I never actually used one. Does anyone know if by b20 we can still code a broken-at-spawn wound?


Wait. So why are you wanting a break wound? You could just, y'know, put the emitter on there; the hacky breakwound thing isn't necessary anymore.

Code:
   AddEmitter = AEmitter
      CopyOf = blah
      ParentOffset = Vector
         X = 0
         Y = 0



Anyways, I like the mod, but the things' means of flight doesn't really make sense. But, I guess you did say you weren't going for realism, so I'll try to avoid rambling about it.
I've always liked the idea of a near atmospheric buoyancy animal, though.

It's good for how much is completed, but it really sounds terrible with those default dropship sounds. The little ones make good looking wildlife.


Thu Apr 24, 2008 5:14 am
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Post Re: Xenobiology [anyone good at recursion, take a look]
Why do wings not make sense for flying?


Thu Apr 24, 2008 6:24 am
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Post Re: Xenobiology [anyone good at recursion, take a look]
What I mean is, in the description it says that they make use of their planet's thick atmosphere.

If I had to guess the biology of the creature from that description, it is almost atmospherically buoyant on it's planet, and the wings need to do very little; it's almost floating on air; but not quite, and uses the wings very little to maintain altitude. If this were the case, and gravity were the same on the two planets, this thing would have to be flapping on overdrive, because planet [transmission interruption] does not have such a thick atmosphere, and in gameplay, it physically has none.


But maybe I just over-thought the thick atmosphere part of the description.


Thu Apr 24, 2008 7:31 am
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Post Re: Xenobiology [anyone good at recursion, take a look]
Azukki wrote:
Wait. So why are you wanting a break wound? You could just, y'know, put the emitter on there; the hacky breakwound thing isn't necessary anymore.


Er, yeah, I know. That's how it's been done. The question is not how to do it, but rather if it's more reliable.


Azukki wrote:
...Thick atmosphere...


The concept is both that it's buoyant and that a thicker atmosphere could support larger flying animals, both because it would be easier to be buoyant in such an atmosphere and because denser air would make it easier to create upward force by means of flapping wings. And clearly even ingame the planet has an atmosphere due to a)the Air material and b)there are plants all over. It may not be 'Earth' atmosphere, but there is an atmosphere.

Anyhow, that's too thought put into things, lol.


Thu Apr 24, 2008 12:37 pm
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Post Re: Xenobiology [anyone good at recursion, take a look]
Djinn wrote:
And clearly even ingame the planet has an atmosphere due to a)the Air material and b)there are plants all over. It may not be 'Earth' atmosphere, but there is an atmosphere.

Azukki wrote:
in gameplay, it physically has none.


I mean physically. The sky is blue and the grasses are green, but there's no drag, terminal velocity, etc. It's not physically there, the air in CC is physically just empty space.
And the air material is only used on fireballs and other such effects which aren't intended to become terrain. Scenes don't use the air material, the air color, 255, 0, 255 is hard coded as nothing. Blank.


Fri Apr 25, 2008 12:16 am
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Post Re: Xenobiology [anyone good at recursion, take a look]
Is this a concept of a life cycle?
Good, but make the infant and the adult have pincers to kill.


Fri Apr 25, 2008 12:26 am
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Post Re: Xenobiology [anyone good at recursion, take a look]
Azukki wrote:
I mean physically. The sky is blue and the grasses are green, but there's no drag, terminal velocity, etc. It's not physically there, the air in CC is physically just empty space.
And the air material is only used on fireballs and other such effects which aren't intended to become terrain. Scenes don't use the air material, the air color, 255, 0, 255 is hard coded as nothing. Blank.


Yeah I'm gonna go ahead and just say you're far overthinking this, because there's not much either of us can do with this limited of a physics engine except use our imagination every once in a while.


Fri Apr 25, 2008 1:28 am
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Post Re: Xenobiology [anyone good at recursion, take a look]
3 solid wrote:
That is a brilliant idea. I imagine just waiting for a bit after firing the gun many people would decide it would be a good idea to "contain" the species.

Very Metroidy too.

This is a game involving a brain in a jar, so I wouldn't worry about the realism of the life cycle timing. Instead, I would worry about the gameplay balance of it.

I wish I could help, but I don't mod anymore, and I don't see any enjoyment in starting again. Good luck anyhow.

that gives me an idea. you should create a jar that gibs the xeno-things.


Fri Apr 25, 2008 3:42 am
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Post Re: Xenobiology [anyone good at recursion, take a look]
Whoah wait, Is it really possible to make a neverending cycle between these things and make it loop forever until a random violent nab puts a hole in this creature?


Sat Apr 26, 2008 4:28 pm
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Post Re: Xenobiology [anyone good at recursion, take a look]
numgun wrote:
Whoah wait, Is it really possible to make a neverending cycle between these things and make it loop forever until a random violent nab puts a hole in this creature?

That's what he's trying to do.


Sat Apr 26, 2008 6:48 pm
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Post Re: Xenobiology [anyone good at recursion, take a look]
numgun wrote:
Whoah wait, Is it really possible to make a neverending cycle between these things and make it loop forever until a random violent nab puts a hole in this creature?


The thing is, the way it's set up, it SHOULD work already. I suppose I'll just need to fiddle with it more until it works. Once I can get this one working, I can start making the other ones. Failing that, I'll give up an just make the adults lay eggs that hatch, because honestly, it doesn't really make sense that they breed so fast. It was just more for game balance/fun reasons.


Sat Apr 26, 2008 7:53 pm
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Post Re: Xenobiology [anyone good at recursion, take a look]
Do you plan on remaking the other trickster mods you made?
Oh, and will this have some sort of attacks? Like pincers on the "DOOR"?


Sat Apr 26, 2008 11:57 pm
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Post Re: Xenobiology [anyone good at recursion, take a look]
OMFG
How many times does he need to say NO!??

He's not going to give them attacks, SHUT UP!


Sun Apr 27, 2008 2:40 am
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