Unmapped Lands 2 (UPD: V81 - 22 dec)
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Malamo999
Joined: Fri Jun 01, 2012 10:59 pm Posts: 103
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Re: [WIP] Unmapped Lands 2 (UPD: V32)
4zK wrote: Malamo999 wrote: So, then, how do you enable the Untitled tech...? You must first download the mod, then copy (or just cut) the Untitled.lua file located in the "Unmapped Lands 2" folder in Untitled.rte and paste it into the "Factions" folder in UnmappedLands2.rte. Then remove the asterisk in front of the "Untitled.lua" line in the .cfg file. Ohhh, I see. Cheers! >_<
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Thu Jul 05, 2012 5:58 pm |
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CCS
Joined: Thu Jan 07, 2010 1:54 am Posts: 99 Location: St. Elsewhere
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Re: [WIP] Unmapped Lands 2 (UPD: V32)
Hey Weegee, is a faction Lua guide planned? With all the custom scripts, It'd be good to know answers to the simpler questions like "Do I call the Grapple gun a DIGGER or can I say DEVICE" in the ItmTypes[factionid] line. Nothing big, just an overview of the variables and keywords your faction Lua script accepts
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Fri Jul 06, 2012 5:06 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] Unmapped Lands 2 (UPD: V32)
CCS, not planned since nodody really cares making them. I can add more comments to Coalition.lua which can be used as an example.
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Fri Jul 06, 2012 7:16 am |
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Wing Attack Plan R
Joined: Sun Nov 06, 2011 8:46 pm Posts: 15
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Re: [WIP] Unmapped Lands 2 (UPD: V32)
CCS wrote: Hey Weegee, is a faction Lua guide planned? With all the custom scripts, It'd be good to know answers to the simpler questions like "Do I call the Grapple gun a DIGGER or can I say DEVICE" in the ItmTypes[factionid] line. Nothing big, just an overview of the variables and keywords your faction Lua script accepts If you are familiar with the old faction.lua then you should be able to run through it easily. I have currently made a bunch of them for the War to End All Wars factions.
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Fri Jul 06, 2012 3:52 pm |
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Malamo999
Joined: Fri Jun 01, 2012 10:59 pm Posts: 103
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Re: [WIP] Unmapped Lands 2 (UPD: V32)
If you finish a(...n ally? That's what I played...) mission and hold down E before you're transported back to the regular scene, and continue holding it, the mod will totally glitch out and you won't be able to play it any more.
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Fri Jul 06, 2012 4:29 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: [WIP] Unmapped Lands 2 (UPD: V32)
CCS wrote: Hey Weegee, is a faction Lua guide planned? With all the custom scripts, It'd be good to know answers to the simpler questions like "Do I call the Grapple gun a DIGGER or can I say DEVICE" in the ItmTypes[factionid] line. Nothing big, just an overview of the variables and keywords your faction Lua script accepts Permissable actor classes; LIGHT, HEAVY, ARMOR, TURRET Permissable weapon classes; PISTOL, RIFLE, SHOTGUN, SNIPER, HEAVY, SHIELD, DIGGER, GRENADE Everything else should be self-explanatory.
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Fri Jul 06, 2012 4:30 pm |
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Koopa
Joined: Tue Mar 20, 2012 9:25 pm Posts: 2
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Re: [WIP] Unmapped Lands 2 (UPD: V32)
How do I add mods to this mod?
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Fri Jul 06, 2012 9:42 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] Unmapped Lands 2 (UPD: V32)
4zK wrote: You must first download the mod, then copy (or just cut) the Untitled.lua file located in the "Unmapped Lands 2" folder in Untitled.rte and paste it into the "Factions" folder in UnmappedLands2.rte. Then remove the asterisk in front of the "Untitled.lua" line in the .cfg file.
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Fri Jul 06, 2012 9:52 pm |
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GoldfishAssasin
Joined: Sat Jul 07, 2012 2:26 am Posts: 1
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Re: [WIP] Unmapped Lands 2 (UPD: V32)
For some odd reason, everytime I pick or stand on a Glock, it explodes violently, killing the Actor. It's a tad annoying when pistols turn into the Switcharoo mod. But then again, WIP is WIP. Great mod so far, though.
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Sat Jul 07, 2012 2:48 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] Unmapped Lands 2 (UPD: V33)
Updated to V33. Hopefully fixed LZ-related crash bug and bugs where UL2 glitches when mission ends.
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Sat Jul 07, 2012 3:06 pm |
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4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
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Re: [WIP] Unmapped Lands 2 (UPD: V33)
Does the activity support difficulty changes? I tried playing against my own mod this time, but I was disappointed when the AI didn't build too many labs. I didn't get to see it using the powerful guns in my mod. I ended up walking through the hallways with a single unit equipped with a coalition heavy sniper rifle. At least the enemy units were equipped with hybrid grenades, but the only real use for them was for me to pick them up and throw them into the brain chamber. I also noticed that the AI had bought two different pistol-class weapon blueprints (though I think it was probably just trying to save money by buying weaker sidearms). It should use the science to develop their primary weapons rather than their sidearms. Could you work out some way for it to attempt to *save* science for better weapons? As for bugs; for some reason, in V32 the fog of war was off and intel unobtainable. In V33 the FoW is back, but the intel still remains unobtainable. The AI LZ is sorted out, I think. Defending resulted in a victory when I killed the last attacker. However, this is only based on a single play, so I'll try to play again and see if I encounter any tougher challenge.
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Sat Jul 07, 2012 4:24 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] Unmapped Lands 2 (UPD: V33)
4zK wrote: Does the activity support difficulty changes? It kinda supports but in such a silly way that it's easier to say that it's not ))) In CF_MissionLibrary theres CF_CPUSpawnTimeRatio and CF_CPUBuildPriceRatio lower both to increase diffculty by reducing AI spawn interval and reducing facilities prices. 4zK wrote: Could you work out some way for it to attempt to *save* science for better weapons? Actually the AI is completely retarted. It just randomly researches something while it have enough points. I probably could make it build some kinf or tech-tree and develop items from but it may end up that AI will save points for something huge and fighting with AK-47 throughout the whole game. And this complex decision making will be unnoticed ))) If you can come up with ideas how AI must think to be more technically advanced you're welcome to share them here. But currently AI just tries to be on par with player building labs mostly when player does. BTW how many labs AI had? 4zK wrote: As for bugs; for some reason, in V32 the fog of war was off and intel unobtainable. Yeah, forgot to turn fog of war back on in V32, now everything is ok. I'll check about intel, should work but probably I broke something.
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Sat Jul 07, 2012 5:34 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] Unmapped Lands 2 (UPD: V34)
Updated to V34, fixed consoles, couple of nasty bugs and some more.
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Sat Jul 07, 2012 9:20 pm |
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XxMrmechaxX
Joined: Tue Jul 03, 2012 9:44 pm Posts: 69 Location: under your bed
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Re: [WIP] Unmapped Lands 2 (UPD: V34)
This is a stupid question but wheres the ok button?
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Sun Jul 08, 2012 6:01 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] Unmapped Lands 2 (UPD: V34)
This mod works only in 800x600 ang higher resolutions. If you set resolution higher than 1152x864 then your actual resolution will be twice lower.
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Sun Jul 08, 2012 6:44 am |
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