View unanswered posts | View active topics It is currently Fri Nov 15, 2024 2:51 am



Reply to topic  [ 316 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 22  Next
 Void Wanderers ( Updated - V131 ) 
Author Message
DRL Developer
DRL Developer
User avatar

Joined: Thu Jun 11, 2009 2:34 pm
Posts: 966
Location: Moscow, Russia
Reply with quote
Post Re: Void Wanderers
Can't do anything about the UI, glows are the only reasonable method of making it. Nothing happens when you idle, new missions are generated only when you complete or fail mission. Factions also do nothing. I'm not relying on the community, will probably add some other mods myself.

UPD:

Also updated. Some bugfixes and rebalancing.


Sat Jun 29, 2013 10:40 pm
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Wed Sep 05, 2007 4:14 am
Posts: 3966
Location: Canadida
Reply with quote
Post Re: Void Wanderers
AI continues to ruin game :(


Sun Jun 30, 2013 12:01 am
Profile
DRL Developer
DRL Developer
User avatar

Joined: Thu Jun 11, 2009 2:34 pm
Posts: 966
Location: Moscow, Russia
Reply with quote
Post Re: Void Wanderers
I tried to cripple it a bit, and AHumans are not so deadly, but ACrabs are left untouched. Also AI units reveal FOW when the fire weapons. At least if everything works.


Sun Jun 30, 2013 12:04 am
Profile

Joined: Fri Jun 22, 2012 1:53 am
Posts: 5
Reply with quote
Post Re: Void Wanderers
Image
I've got a bit of a problem here.


Sun Jun 30, 2013 2:07 am
Profile
User avatar

Joined: Thu Jan 07, 2010 1:54 am
Posts: 99
Location: St. Elsewhere
Reply with quote
Post Re: Void Wanderers
Very very enjoyable Meta-scene Weegee, this makes playing multiple scenarios sessions a breeze since its all in one. Surprising, I love the ships! I haven't gotten to the point of an invasive attack yet (if that is there) but a ship to call my own in CC was a nice feeling (and that 180 000oz price tag is serious business for the newer ships). Probably going to have to script some AI and other little doodads to get more out of this mod for myself.


Sun Jun 30, 2013 2:57 am
Profile

Joined: Mon Aug 27, 2012 11:13 am
Posts: 151
Reply with quote
Post Re: Void Wanderers
So if idling does nothing, time isn't important? So why add travel time? It takes long when it's lagging and is quite pointless and annoying. It's LOOKS cool and all but... :/


Sun Jun 30, 2013 6:49 am
Profile
DRL Developer
DRL Developer
User avatar

Joined: Thu Jun 11, 2009 2:34 pm
Posts: 966
Location: Moscow, Russia
Reply with quote
Post Re: Void Wanderers
Jesusmod, you probably have the wrong version of Cortex Command, VW works only with 1.05.

CCS, if you want to mess with vanilla AI check out VoidWanderers.rte\Scripts\AI_Human.lua, that's where VW modiefies AI.

Someone64, when you're flying you can be intercepted by the enemy, when you're iorbiting or warping - you can't.


Sun Jun 30, 2013 9:02 am
Profile
User avatar

Joined: Thu Jun 21, 2012 3:38 pm
Posts: 122
Location: On a little island called Puerto Rico
Reply with quote
Post Re: Void Wanderers
. :skull: .

WEEGEE YOU THE BOSS!!!


I'm serious this scene is fracking outstanding. For the first time in a long time I got hooked back into CC cause of you(again). I Downloaded it last night and I got hooked on to it for at least until my face hit the keyboard from how sleepy I was(Im awake now itching to play) :D . Its beautiful, its like the dream game I always wanted to play but couldn't bc it didn't exist. Its the perfect(well nothing is perfect in this world but....) mix of RPG, strategy and action. Its lovely.

Weegee your incredible, you were modding CC since before me and now your still modding even after I left(Im Fracking coming back!!!) Your creation is truly masterful. Oh its so awesome now yet it still has so much potential. It matches perfectly with CC. This is what CC should of been like. I just love preparing my Coalition marines for a assault on enemy territory, Hu-rah!! OMG my mind is just WONDERING INTO ALL THE POSSIBILITIES!!! I'm aware of all the effort it takes to build scenes AND!! connect them to your master scene but these are just Ideas I have floating in my head(Ideas that I'm gonna try and make come true if at all possible).



Scenes like(Im not sure if there things like this already in there since I've only played last night):

Mission 1: Clear the Abandoned ship of all hostile aliens, really scary aliens. aliens that do really scary things :twisted: really scary maybe like a space hulk :3

Mission 2: A top down ship flying game.
Image
Like you would have to seek out a couple of rouge Ronin ship's that have been intercepting trade ships(Pirates!!! Rgh!! matey) or explore asteroid fields in search of gold. WORRY OF ENEMY SHIPS and SPACE ALIENS!!! You could have 3 ship classes to keep it simple(Its not like we are gonna play Stardrive or FTL on CC). Interceptor: fast, light missile capable and low health. Frigate: Larger ship, can mine gold, has multiple cannons and Shizzz and your Flag ship: ITS THE BRAIN.

Mission 3: Ship to Ship combat. Boarding enemy ships. -Star wars music plays- *Storm troopers rush in* FTW pew pew.


Now here are some Ideas for tools and actors and Shizz:

A building tool F yea!! (Not minecraft) but like if you beem down to the planet to do some mining. you could deploy some sand bags or a wall or something OR A BUNKAH

Self defence Turret: They are deployed from a soldier and they shoot stuff >.> <.< >.> What else could they do besides shooting.

I'd like to design a faction to go perfectly with this mod. Probably just a Coalition expansion so I don't have to kill my self. It be cool to see Coa squads, like you'd have a actor that handles snipers better then the other guy etc... etc...

Infact Im gonna finish what Adecristo started with his mod Extended Core Factions. From now on I'm just gonna expand with whats already in CC. MORE COALIES, MORE TECHIES, MORE RONIES, MORE BROWNIES(sounds tasty) and MAYBE NOT MORE DUMMIES. All of them designed to go with this mod. It be so cool to make these have veterancy. Like if your guy killed 6 enemies while on a mission he will turn into a sergeant(TAKES MORE DAMAGE AND LOOKS COOLER, MAYBE A RED BERET... maybe).

btw ILU weegee!!! your awesome no joking. You gave me life in CC again. Oh yeah!!! I'm overly exited wright now. If you can tell >.>

Wow this is a Big ass post :shock: gomenasai. Did I do that ^^^^^^^^^^^^? :)

. :skull: .


Sun Jun 30, 2013 3:46 pm
Profile
DRL Developer
DRL Developer
User avatar

Joined: Thu Jun 11, 2009 2:34 pm
Posts: 966
Location: Moscow, Russia
Reply with quote
Post Re: Void Wanderers
Thanks for this long post. What your wrote about mission 1 will probably happen some day, if I'll find some fancy scenes with space ships. Mission 2 is simply another game. Also I've found a good excuse for lack of ship-to-ship combat. In my CC universe ship-to-ship combat is simply forbidden. Whenever you blow something to smitherines in space, they will wander the void forever, threating civilian vessels for years after conflct. So in order to take down the ship you must board it and take over. This way you get the ship, resources are not wasted and space remains clean. :cool: And boarding enemy ships might happen, like you can counterattack after fighting with enemy with what you have.

And like I said, Extended Core Factions will fit this mod perfectly and you don'teven have to alter your CC installation.


Sun Jun 30, 2013 4:43 pm
Profile

Joined: Fri Nov 23, 2012 5:42 am
Posts: 143
Reply with quote
Post Re: Void Wanderers
This is such an awesome mod, I feel just like Grimmcrypt.

Some suggestions:

-add some kind of rpg system to the clones. Right now it really doesn't matter that much if they die, my gold just keeps going up anyway and I can just buy new ones. With an rpg system it's gonna hurt when your fully lvled up clone who survived countless battles dies.

-random encounters ala FTL. While you're flying from location to location add a chance for a random encounter with a neutral trader, a hostile ship, a mysterious stranger who gives you a extremely hard mission, stuff like that.

-more options for the different ships, like different upgradeable engines that let you fly faster, or give you a chance to avoid a hostile ship.


Mon Jul 01, 2013 12:19 am
Profile
User avatar

Joined: Thu Jun 21, 2012 3:38 pm
Posts: 122
Location: On a little island called Puerto Rico
Reply with quote
Post Re: Void Wanderers
. :skull: .

clunatic wrote:
This is such an awesome mod, I feel just like Grimmcrypt.

Some suggestions:

-add some kind of rpg system to the clones. Right now it really doesn't matter that much if they die, my gold just keeps going up anyway and I can just buy new ones. With an rpg system it's gonna hurt when your fully lvled up clone who survived countless battles dies.

-random encounters ala FTL. While you're flying from location to location add a chance for a random encounter with a neutral trader, a hostile ship, a mysterious stranger who gives you a extremely hard mission, stuff like that.

-more options for the different ships, like different upgradeable engines that let you fly faster, or give you a chance to avoid a hostile ship.


I hope this helps you:

2-It does have a chance of you being intercepted by enemies, like if you kill coalition guys they will go negative and start sending troops at your ship :grin: no traders and mystery dudes tho :(
3-It does have up-gradable engines that let you evade enemy ships and it makes you fly faster. You can access the upgrades from the front of the ship where you can navigate the stars(cost gold tho) :D

EDIT: Weegee look at how the ship is coming along, its looking pretty good(heavy WIP). Its alot easier then I thought. The blue BG and clouds are going to be replaced by other things like asteroids or a planet. btw these are 2 pic's glued together and that's why it looks funky.

I'll be hooking you up with some space stations and other space oriented things :3

I'm having a blast with this Weegee. Scenes are fun once you get the stuff needed set up.

Image

I call her the Grey(Funky name IK, place holder for now)

. :skull: .


Last edited by Grimmcrypt on Mon Jul 01, 2013 1:02 am, edited 1 time in total.



Mon Jul 01, 2013 12:31 am
Profile

Joined: Sun Feb 17, 2013 6:05 am
Posts: 9
Location: The Fields of Justice
Reply with quote
Post Re: Void Wanderers
Weegee, I have to say... Reavers, random encounters with Reavers (firefly)... That would just be... Well... If you could do that... I love that show.


Mon Jul 01, 2013 12:46 am
Profile
User avatar

Joined: Fri Aug 12, 2011 9:23 pm
Posts: 1416
Location: North-Ish
Reply with quote
Post Re: Void Wanderers
Is there any way to add factions to a game that is in progress? The thought of abandoning my supership and reputation in order to implement a new warring army into my game is appalling.


Mon Jul 01, 2013 2:56 am
Profile
User avatar

Joined: Tue Feb 19, 2013 2:50 am
Posts: 111
Location: the midwest
Reply with quote
Post Re: Void Wanderers
Harzipan wrote:
Is there any way to add factions to a game that is in progress? The thought of abandoning my supership and reputation in order to implement a new warring army into my game is appalling.

Tried that several times, you can, but that means you can't play as them, but you'll get them and their items/units in one of those random item/unit holders whateverthey'recalled.


Mon Jul 01, 2013 3:32 am
Profile
DRL Developer
DRL Developer
User avatar

Joined: Thu Jun 11, 2009 2:34 pm
Posts: 966
Location: Moscow, Russia
Reply with quote
Post Re: Void Wanderers
Grimmcrypt, the ship look good, however consider where you'll put your landning deck, and probably clone and storage management panels. You can throw them outside just like cockpit and shops, but I guess it would be better to have them inside the ship.

Harzipan, yes you can edit your save file to add or change factions. Player faction - Player0Faction=Techion, CPU factions PlayerNFaction=Techion where N=1-8. Gaps not allowed. If you're adding new factions don't forget to set:
PlayerNActive=True
PlayerNType=CPU
PlayerNReputation=0 (or whatever you want)
ActiveCPUs=8 (must match the number of your CPU players)

It's not recommended to turn off faction and disable it's .rte module, if you have any weapons from that faction WV will probably glitch.

Piggles, yeah just started to watch the show again to bost my performance on VW ))) Reawers would be awesome. If someone could add some tough, ultrafast, insanefied ronin actors with crappier weapons I'd add some reapers into the game. Also some fancy alien mini-factions could also be great. Like A couple of actors and 2-3 weapons which you could get as a trophies in case of firefight, or buy. Something like that. That would make random encounters meaningful.


Mon Jul 01, 2013 7:48 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 316 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 22  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.037s | 14 Queries | GZIP : Off ]