[Abandoned] Unmapped Lands
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Solus
Joined: Wed Jul 21, 2010 4:58 am Posts: 12
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Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
Uh no. Rockets count as ronin ships.
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Fri Jul 23, 2010 4:17 pm |
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PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
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Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
You need to order more guys at all? jk. I use a teleporter, as it is faster than the game's checks to see if the ship is allowed. If you want to use that same thing it's over in the minor mod dump.
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Fri Jul 23, 2010 6:21 pm |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
Oh I thought you weren't allowed to order more guys at all.
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Sat Jul 24, 2010 1:02 am |
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JangkrikBusterII
Joined: Thu Nov 19, 2009 1:35 pm Posts: 176 Location: Kartasura, Indonesia. Sit in front of my computer
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Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
Yeah, with last update, It is never crashing. It's good. But, I think, I need an easier enemy. You know, the attack mission. Enemy base defended by those rocket launcher. Without any mod, do you think it is possible? But for defence mission, it's easy although I just having 5 person max.
So, I mean, do you can enabling some mods or make enemy base with a litlle army and turrets?
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Sat Jul 24, 2010 6:46 am |
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Footkerchief
Joined: Sun Oct 19, 2008 5:43 pm Posts: 92
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Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
The campaign menu doesn't show up right on my PC. It looks like this: Is this a known issue? Any way to fix it?
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Sat Jul 24, 2010 8:22 pm |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
You might have selected too low resolution. You can select higher (I don't remember, I guess we tested it for 800x600) or edit StrategyScreen/Scenes/Scripts/StrategyScreen.lua find: Code: self.ElsPos[11] = self.Mid + Vector(320,-17); self.ElsPos[12] = self.Mid + Vector(296,53); self.ElsPos[13] = self.Mid + Vector(333,53); self.ElsPos[14] = self.Mid + Vector(333,2); self.ElsPos[15] = self.Mid + Vector(333,21); self.ElsPos[16] = self.Mid + Vector(294,-35);
and reduce every X value for 50-70 pixels
Last edited by weegee on Sat Jul 24, 2010 8:51 pm, edited 1 time in total.
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Sat Jul 24, 2010 8:30 pm |
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deskup
Joined: Mon Jan 18, 2010 7:03 pm Posts: 47
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Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
Are you open for suggestions and balance stuff? I can think of something, but if you have already enough, it will be useless. Same with balance
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Sat Jul 24, 2010 8:45 pm |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
Sure. But don't forget that changes = bugs
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Sat Jul 24, 2010 9:23 pm |
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Footkerchief
Joined: Sun Oct 19, 2008 5:43 pm Posts: 92
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Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
weegee wrote: find: Code: self.ElsPos[11] = self.Mid + Vector(320,-17); self.ElsPos[12] = self.Mid + Vector(296,53); self.ElsPos[13] = self.Mid + Vector(333,53); self.ElsPos[14] = self.Mid + Vector(333,2); self.ElsPos[15] = self.Mid + Vector(333,21); self.ElsPos[16] = self.Mid + Vector(294,-35);
and reduce every X value for 50-70 pixels I moved everything left by 70, and it kinda worked: Looks like I should try 90 or 100 instead, and I need to find where that lifebar thing is positioned. 800x600 would probably make the bigger missions unplayable on my craptop, unfortunately. Thanks for the help, by the way! This is by far the coolest CC mod I've ever seen.
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Sat Jul 24, 2010 9:36 pm |
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FuzzyMelon
Joined: Sat Mar 13, 2010 5:52 am Posts: 229
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Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
I've played in very high resolutions without the game's lag factor really changing. Try it out first.
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Sat Jul 24, 2010 10:17 pm |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
Footkerchief wrote: Looks like I should try 90 or 100 instead, and I need to find where that lifebar thing is positioned.
Code: self.ActionPointsBackDrop.Pos = self.PlanetMid + Vector(389 , -53);
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Sat Jul 24, 2010 10:32 pm |
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Footkerchief
Joined: Sun Oct 19, 2008 5:43 pm Posts: 92
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Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
weegee wrote: Footkerchief wrote: Looks like I should try 90 or 100 instead, and I need to find where that lifebar thing is positioned.
Code: self.ActionPointsBackDrop.Pos = self.PlanetMid + Vector(389 , -53);
That, plus Code: self.TurnPointPlate.Pos = self.Mid + Vector(321 , -53); did the trick. Thanks again!
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Sun Jul 25, 2010 12:24 am |
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Footkerchief
Joined: Sun Oct 19, 2008 5:43 pm Posts: 92
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Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
Found a bug, apologies if it was already mentioned... when you're defending against an attack, you don't have to kill the last enemy to win. The mission ends once there's only one enemy left.
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Sun Jul 25, 2010 3:43 am |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 19-jul-2010)
Footkerchief wrote: Found a bug, apologies if it was already mentioned... when you're defending against an attack, you don't have to kill the last enemy to win. The mission ends once there's only one enemy left. It's not a bug but a feature to avoid "last aquatoid hunt" problem
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Sun Jul 25, 2010 9:23 am |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: [WIP] Metagame: Unmapped Lands (alpha)(Updated: 25-jul-2010)
Updated with one more final mission. For Ronins this time. Only 5 missions left.
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Sun Jul 25, 2010 12:06 pm |
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