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 [Abandoned] Unmapped Lands 
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Post Re: Unmapped Lands B26 R7 (Mission pack, Music)
I took them from Q3 just to have something. Yes, fast buy system made teleport less valuable, but in theory with teleport you can deliver your troops in some safe place and the teleport them closer to the battlefiled. And you don't have to put your brain into action, just give teleport to any other soldier.

Looking at teleport pie-menu I noticed that there's not much space for player's options, icons are small, you can easily miss one and I guess you'll have to hold some device in your hands to order, or attach some script to all units. The former is not convenient, and the latter is not possible, that's why I made it activate with triple down and with seperate UI.

Some other icons would be nice, but I'd like them to be more schematic, like the ones from Q3 but cooler, with say crosshair for sniper instead of railgun icon ))) At first I was going to put actual soldier pictures with weapons there, but who will distinguish them anyway?


Wed Oct 12, 2011 2:00 pm
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Post Re: Unmapped Lands B26 R7 (Mission pack, Music)
Jack Trades wrote:
EDIT: Attack 1 map is very difficult for vanilla factions, especially dummies. First pillar is way too far to the left to be able to reliably fly to it.


If you're not above using other Craft to help things out a little, Abdul's Air Support is a must-have. The SAM pods are fantastic for base defense (but not too good, especially since Defense Drop locations are often fairly limited) and the gunships are very useful for missions like Attack01. The Transport MG is handy, but the Transport itself is very fragile, so you have to be very careful.

If you're doing that one against DarkStorm, all I can say is 'be prepared to take heavy losses'. Their man-portable missile launchers home in on whatever they're aimed at when firing (ie your dropships) and have three shots. Their grenade launcher is nasty too though, as the EMP grenades will seriously screw up normal dropships.

Best run for that mission as Ultramarines - 1 Scout (Sniper), 1 Assault Marine (Bolter/Chainsword), 1 Ultramarine (Bolter/Chainsword), 1 Hydra Gunship, 2 SM Drop Pods, 3 Transports.

Spent a little under 1000 gold in all thanks to the refunds.


Wed Oct 12, 2011 5:38 pm
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Post Re: Unmapped Lands B26 R7 (Mission pack, Music)
Alright I've drawn some icons that hopefully look better than Q3 rips.
ImageImageImageImageImageImageImageImageImage
Attachment:
ForeignPresetIcons.rar [10.9 KiB]
Downloaded 186 times

Jack Trades wrote:
P.S. Would it be possible to put "Buy X", "Attack", "Defend", etc. buttons on strategic map into the pie menu? It would make the whole thing sooo much easier to use.


Wed Oct 12, 2011 8:06 pm
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 Re: Unmapped Lands B26 R7 (Mission pack, Music)
Nice...Can You add "Teater of the Dead" faction?


Thu Oct 13, 2011 1:06 pm
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Post Re: Unmapped Lands B26 R7 (Mission pack, Music)
Updated. New fast buy sprites by Jack Trades. Orkz and ToD factions. EAF presets. Attack07 dropship fix. Thanks to everyone who contributed with bugreports and content :D

Jack Trades wrote:
ack Trades wrote:P.S. Would it be possible to put "Buy X", "Attack", "Defend", etc. buttons on strategic map into the pie menu? It would make the whole thing sooo much easier to use.


On strategic screen, nooow I get it! I'll think about it. But you don't really need defend in pie menu, you just need to click mouse to defend :P

UPD:

Orkz fixed to work with original mod!


Thu Oct 13, 2011 8:45 pm
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Post Re: Unmapped Lands B26 R7 (Mission pack, Music)
weegee wrote:
On strategic screen, nooow I get it! I'll think about it. But you don't really need defend in pie menu, you just need to click mouse to defend :P

Yeah maybe not Defend but selecting an area, opening pie menu and selecting the desired action is WAY fater and easier than selecting an area and then navigating awkwardly to one of the buy buttons and then back, especially tru when you want to but a turret on each of your territories as well.

P.S. How difficult, in theory, would it be to make a bigger map, with more zone and more than 3 factions?

P.P.S. If there's anything else that needs to be drawn, I'm not that great at pixel art but I'd gladly contribute.


Fri Oct 14, 2011 10:29 am
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Post Re: Unmapped Lands B26 R7 (Mission pack, Music)
Jack Trades, quite difficult, actually, but possible. Strategic UI will have to be redesigned because info panels won't fit smaller territories. Much of UI logic is hardcoded for 10 territories. Turn processing logic can handle only two CPU factions.

But most important: why do you need more territiories? With quite a limited number of attack and defence missions you'll just have to beat same missions again and again and that's quite boring. The only way to solve this is maybe to add more META to the game. Some generic maps on which you can acomplish some number of generic objectives agains one, two of three teams. simultaneously. Which will be randomly selected every time. That would be something like HL2 vs STALKER gameplay, or W40K: Dawn of War I vs DoW II. But that would require something like Unmapped Lands 2, because I'll have to throw away and rewrite all missions :)

Next there's almost no strategic AI, CPU mostly rely on random decisions. If you want something like 4X-style gameplay you'll need some powerfull AI and loads of different stuff like maps, missions, bonuses, tech etc.


Fri Oct 14, 2011 12:58 pm
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Post Re: Unmapped Lands B26 R7 (Mission pack, Music)
Hmm, yeah I see now.
I was thinking that it would be nice to have a big DoW I style campaign with many factions but with non existent AI (and AI is bloody difficult to make, I know that from own experience) there would almost be no point.

I've got few more questions.

Is it possible to make Player and CPU get random (random connected?) territories upon starting a new campaign, or at least makes it so that player doesn't always begin in the middle?

Is it possible to make a preparation timer at the beginning of a Defense mission, so that a player can get some time to buy new actors and place them in proper defensive position?
Sometimes, on certain defense missions, I don't even get enough time to move my Brain into safety before the attack.
Maybe have that timer depend on difficulty settings too.

And back to the topic of ARockets, I would really love to have quick buy presets to spawn in a drop pod, if it's possible.

I'm sorry if I'm being way too annoying. :)


Fri Oct 14, 2011 2:26 pm
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Post Re: Unmapped Lands B26 R7 (Mission pack, Music)
If you want a change, I think you can edit the starting provinces in the same file I mentioned on the last couple of pages in regards to editing a few parameters.

It's not a big deal though, since the world wraps horizontally, so everyone's sort of in the middle of each other. ;)

Ed: I might take a crack at spriting a data disk, an archive of some kind, or some kind of artifact for the gold retrieval.

Particle Cannon chips are pretty nice! I thought they were one-use only, but turns out they're permanent. First chip I found on a Treasure Hunt.

Disclaimer: I am by no means a particularly good spriter. File is a bunch of things - giant floppy disk (of course), a failed CD that looks a bit like a landmine, some sort of weird rusty cylinder, two manila file-folders (why not?), and two secure cases.
Image


Fri Oct 14, 2011 2:38 pm
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Post Re: Unmapped Lands B26 R7 (Mission pack, Music)
Jack Trades wrote:
Is it possible to make Player and CPU get random (random connected?) territories upon starting a new campaign, or at least makes it so that player doesn't always begin in the middle?

Random territories are possible and I thought about it, but they don't give any strategic advantages, so what's the point?


Jack Trades wrote:
Is it possible to make a preparation timer at the beginning of a Defense mission, so that a player can get some time to buy new actors and place them in proper defensive position?

Adding preparation delay in defence missions is possible, but that's why you actually buy troops at strategic phase - to be well prepared :) And sure if I'll add some delay it will depend on spawn interval which itself depends on difficulty.


Jack Trades wrote:
And back to the topic of ARockets, I would really love to have quick buy presets to spawn in a drop pod, if it's possible.

I'll add ACRockets to quick-buy maybe this weekend, but you'll have to update your custom factions to support them if you have any.


Arcalane, nice artifacts. Can suggest any prices for them? Also it would be awesome to have this artifact :twisted:
http://www.flashgames.de/images/fc78a4e73e2cdd2ef0566765f6059846.jpg


Fri Oct 14, 2011 5:49 pm
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Post Re: Unmapped Lands B26 R7 (Mission pack, Music)
weegee wrote:
Random territories are possible and I thought about it, but they don't give any strategic advantages, so what's the point?

They provide variety, which makes things less boring when you're playing it for 1001th time. It's not a big thing but it would make whole experience a bit more enjoyable.
weegee wrote:
Adding preparation delay in defence missions is possible, but that's why you actually buy troops at strategic phase - to be well prepared :) And sure if I'll add some delay it will depend on spawn interval which itself depends on difficulty.

Yeah but sometimes enemy droppods almost fall on top of my brain. Also the troops you buy on strategic screen are random (both actor and equipment) while the ones you buy are not, placing actors correctly is a big thing too.
It's up to you how you want your mod to work, I'm just giving suggestions.
weegee wrote:
I'll add ACRockets to quick-buy maybe this weekend, but you'll have to update your custom factions to support them if you have any.

Great, thanks a lot.


Fri Oct 14, 2011 6:03 pm
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Post Re: Unmapped Lands B26 R7 (Mission pack, Music)
Oof, I think that one is a bit beyond me.

Adjusted the 'bronze' cylinder, made a couple of variants, plus a pair of crystal cases;
Image

Value from lowest to highest; files->disks->secure cases->cylinders/crystal tanks.

The crystals are suspended in fluid because clear/black cases looked bad if outlined; restore the outlines when making them into seperate sprites if you want. I guess it's some kind of solution that keeps them from having an unstable reaction when exposed to oxygen or something. ;)

Ed: I recommend reusing some of the Treasure Hunt terrains for new Attack/Defense missions, there's some good "base entrance hidden by cave" stuff there. If I had the time and patience I might actually fiddle with proper terrain backgrounds for them. Definitely need more snowy missions for a change of scenery.


Fri Oct 14, 2011 6:30 pm
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Post Re: Unmapped Lands B26 R7 (Mission pack, Music)
in the latest version the ork icon data in the foreignmapicons.ini is just a copy of the chinese data causing a crash when attempting to play as them


// Orkz by Ork-Gothic added by SharpenedOnTheDawn
// viewtopic.php?f=61&t=13509
AddEffect = MOSRotating
CopyOf = FactionIcon
PresetName = FactionIconORKZ
SpriteFile = ContentFile
FilePath = UnmappedLands.rte/ForeignMapIcons/MapIconOrkz.bmp

paste that in to make it work properly
also it might be best to have the link go to the reupload sharpenedonthedawn posted instead of the thread because the link in the thread is now defunct

edit: okay on further inspection the orks are not working at all, they drop out of the sky in crates while the console spits errors
double edit: okay looking at it even further the problem is that someone presumably weegee went through and added the quote code to all of the faction's entries which would be fine except that sharpenedonthedawn already removed the quotes from his reupload. since his reupload is the only extant version just extract his faction file from his upload, you have to rename it or change the reference in the lua too
a lot of factions seem to be dropping in via crates, too


Sat Oct 15, 2011 3:43 am
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Post Re: Unmapped Lands B26 R7 (Mission pack, Music)
Thanks Walhorn, icon bug fixed. And yes, I added those quotes you should use original Orkz mod with UL.


Sat Oct 15, 2011 11:14 am
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Post Re: Unmapped Lands B26 R7 (Mission pack, Music)
This looks so epic
Too bad only PC players can use it :/


Sat Oct 15, 2011 1:24 pm
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