Register
Email: Password:
Forum » WAZZAL II: The Final Dawn - final Version 6 released!
  • « previous
  • 1
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 32
  • » next
  • WAZZAL II: The Final Dawn - final Version 6 released!

    ForceUser 19 years ago
    Can't wait. Will the Wolf IV be able to launsh those fighters? And yes they were the models I made, I checked the .png

    ForceUser
    #
    ZeXLR8er 19 years ago
    I like the lazer gun, it shoots fast yet does little damage, nice. Zex, do you have a plan of replenishing the energy yet?

    The Mishine gun is also really cool, I love the reload sound. Did you notice though, that the reload time is shorter than the reload sound time?
    Those weapons were in the build 2, the bodyguards bug probably stopped you from getting them.
    The delay between the sound of the submachine gun is intentional. Think of it as the player taking the ammo out of his belt for loading the gun.
    And mageking, don't get attached to the current armory. It's going to be completely different, so maybe it would be better not to work on anything tdo with it until I've finished my plans for it.
    #
    Quanrian 19 years ago
    "UberWaffe" said:
    It is a good thing that MageKing is so actively helping Zex. It will mean that a bunch of new things will be in the mod without delaying Zex.

    I have completed the EMP system so perhaps now I can do something else? Any suggestions? Any ideas I should test? Or should I just think up something new, try it and present it?

    It never hurts to just keep trying stuff on your own. If it seems like it might apply to this mod however you could always mention it. The more practice you get at modding Notrium the more creative and workable your ideas will become. I'm sure you'll be able to come up with something else that can be used for the Wazzal II mod, but I still suggest to keep modding in the mean time.
    #
    MageKing17 19 years ago
    I need some help. I'm trying to make a space station that refuels and repairs the ship, but it's not working. It loads up, allows itself to be placed ingame, and the game runs, but the plot object does nothing. Here is the code:

    Federation Station;//name---------------------------------------
    24;//identifier
    -1;//map type to place to -1=any map 0=> type from areas.dat
    0;//plot_object class
    40;//object definition number
    0;//number of objects to be placed
    0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
    0.000000;//location parameter0
    0.000000;//location parameter1
    0.000000;//location parameter2
    2;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    34;//particle to shown on radar
    qfreq.wav;//radiate sound
    -1.000000;//time to delete object in milliseconds, -1=don't delete
    1;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
    0;//trigger event parameter1
    1;//show help text for conditions
    begin_effects_block;
    none;//event text
    none;//sound, none for nothing
    2;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
    begin_conditions;
    end_conditions;
    begin_effects;
    4;//effect number
    1.000000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    4;//effect number
    1.000000;//parameter1
    1.000000;//parameter2
    1.000000;//parameter3
    0.000000;//parameter4
    4;//effect number
    1.000000;//parameter1
    1.000000;//parameter2
    8.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    #
    ForceUser 19 years ago
    Hmm.. I don't have the foggyest since I don't know the code but, I do know graphics, what graphics you gonna use? I've got a thousand starbase graphics I made already. I alkso made one specific for zex.

    Just check out my stars site or the 2 pics:
    <!-- m --><a class="postlink" href="http://www.groep7.co.za/notrium/artwork/wazzal2/Station01.jpg">http://www.groep7.co.za/notrium/artwork ... tion01.jpg</a><!-- m -->
    <!-- m --><a class="postlink" href="http://www.groep7.co.za/notrium/artwork/wazzal2/Station3D01White.jpg">http://www.groep7.co.za/notrium/artwork ... 1White.jpg</a><!-- m -->

    ForceUser
    #
    MageKing17 19 years ago
    "ForceUser" said:
    Hmm.. I don't have the foggyest since I don't know the code but, I do know graphics, what graphics you gonna use? I've got a thousand starbase graphics I made already. I alkso made one specific for zex.

    Just check out my stars site or the 2 pics:
    <!-- m --><a class="postlink" href="http://www.groep7.co.za/notrium/artwork/wazzal2/Station01.jpg">http://www.groep7.co.za/notrium/artwork ... tion01.jpg</a><!-- m -->
    <!-- m --><a class="postlink" href="http://www.groep7.co.za/notrium/artwork/wazzal2/Station3D01White.jpg">http://www.groep7.co.za/notrium/artwork ... 1White.jpg</a><!-- m -->

    ForceUser
    Actually, I just did a google search for "Space Station" and used a generic image (slightly modified in photoshop). But I like your image better, I think I'll use it instead.

    Just so you know, all of the references work fine, so that's not the problem.

    [EDIT]

    NEW PICTURES!

    These show some capship action, yeah!

    <!-- m --><a class="postlink" href="http://img.photobucket.com/albums/v233/MageKing17/shot006.jpg">http://img.photobucket.com/albums/v233/ ... hot006.jpg</a><!-- m -->
    <!-- m --><a class="postlink" href="http://img.photobucket.com/albums/v233/MageKing17/shot007.jpg">http://img.photobucket.com/albums/v233/ ... hot007.jpg</a><!-- m -->
    <!-- m --><a class="postlink" href="http://img.photobucket.com/albums/v233/MageKing17/shot008.jpg">http://img.photobucket.com/albums/v233/ ... hot008.jpg</a><!-- m -->

    The first shows the federation carrier moving in behind the alien mothership.

    The second shows the carrier OPENING FIRE!

    The third shows the beam from the carrier being supplimented by strafing runs, and the fighters being launched by the mothership.

    NOTE: The reason my health is so low? That mothership openned fire on me...

    [/EDIT]
    #
    ZeXLR8er 19 years ago
    Federation Station;//name---------------------------------------
    22;//identifier
    -1;//map type to place to -1=any map 0=> type from areas.dat
    0;//plot_object class
    14;//object definition number
    0;//number of objects to be placed
    0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
    0.000000;//location parameter0
    0.000000;//location parameter1
    0.000000;//location parameter2
    2;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    34;//particle to shown on radar
    qfreq.wav;//radiate sound
    -1.000000;//time to delete object in milliseconds, -1=don't delete
    1;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
    0;//trigger event parameter1
    1;//show help text for conditions
    begin_effects_block;
    none;//event text
    none;//sound, none for nothing
    2;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
    begin_conditions;
    end_conditions;
    begin_effects;
    44;//effect number
    0.0500000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    none;//event text
    none;//sound, none for nothing
    2;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
    begin_conditions;
    end_conditions;
    begin_effects;
    4;//effect number
    0.0500000;//parameter1
    1.000000;//parameter2
    1.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    none;//event text
    none;//sound, none for nothing
    2;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
    begin_conditions;
    end_conditions;
    begin_effects;
    4;//effect number
    0.0500000;//parameter1
    1.000000;//parameter2
    8.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;

    Try this.
    #
    MageKing17 19 years ago
    "ZeXLR8er!!" said:
    Federation Station;//name---------------------------------------
    22;//identifier
    -1;//map type to place to -1=any map 0=> type from areas.dat
    0;//plot_object class
    14;//object definition number
    0;//number of objects to be placed
    0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
    0.000000;//location parameter0
    0.000000;//location parameter1
    0.000000;//location parameter2
    2;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    34;//particle to shown on radar
    qfreq.wav;//radiate sound
    -1.000000;//time to delete object in milliseconds, -1=don't delete
    1;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
    0;//trigger event parameter1
    1;//show help text for conditions
    begin_effects_block;
    none;//event text
    none;//sound, none for nothing
    2;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
    begin_conditions;
    end_conditions;
    begin_effects;
    44;//effect number
    0.0500000;//parameter1
    1.000000;//parameter2
    0.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    none;//event text
    none;//sound, none for nothing
    2;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
    begin_conditions;
    end_conditions;
    begin_effects;
    4;//effect number
    0.0500000;//parameter1
    1.000000;//parameter2
    1.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    none;//event text
    none;//sound, none for nothing
    2;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
    begin_conditions;
    end_conditions;
    begin_effects;
    4;//effect number
    0.0500000;//parameter1
    1.000000;//parameter2
    8.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;

    Try this.
    That won't work. All the effects must be in the same block. Observe the code for the ammo dispenser (which, I might add, works fine):

    Ammo dispenser;//name---------------------------------------
    23;//identifier
    -1;//map type to place to -1=any map 0=> type from areas.dat
    0;//plot_object class
    19;//object definition number
    0;//number of objects to be placed
    0;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2
    0.000000;//location parameter0
    0.000000;//location parameter1
    0.000000;//location parameter2
    2;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
    -1;//particle to shown on radar
    none;//radiate sound
    -1.000000;//time to delete object in milliseconds, -1=don't delete
    0;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1
    0;//trigger event parameter1
    1;//show help text for conditions
    begin_effects_block;
    none;//event text
    use.wav;//sound, none for nothing
    2;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused
    begin_conditions;
    end_conditions;
    begin_effects;
    16;//effect number Give ammo
    15.000000;//parameter1
    36.000000;//parameter2
    1.000000;//parameter3
    0.000000;//parameter4
    16;//effect number Give health packs
    17.000000;//parameter1
    2.000000;//parameter2
    1.000000;//parameter3
    0.000000;//parameter4
    4;//effect number Recharge Energy
    1000.000000;//parameter1
    1.000000;//parameter2
    5.000000;//parameter3
    0.000000;//parameter4
    end_effects;
    end_effects_block;
    #
    ZeXLR8er 19 years ago
    No, that's different. See in the effect block there is only one effect for raising a bar; in the station there is three. For some reason the game can't handle more than one effect '4' or '44' in a block. You can test it out by putting the three effects in the effect block of the ammo dispenser; it doesn't work either.
    But I don't see how it would be a problem to have the three effects in seperate blocks; it works fine that way. What do you have in mind?
    #
    MageKing17 19 years ago
    "ZeXLR8er!!" said:
    No, that's different. See in the effect block there is only one effect for raising a bar; in the station there is three. For some reason the game can't handle more than one effect '4' or '44' in a block. You can test it out by putting the three effects in the effect block of the ammo dispenser; it doesn't work either.
    But I don't see how it would be a problem to have the three effects in seperate blocks; it works fine that way. What do you have in mind?
    Oh, I see. I didn't know that engine limitation. Perhaps Ville should fix that in the full release of v1.34...

    I just wanted the station to slowly repair and recharge the ship whenever you were "docked" with it (on top of it).
    #
    ZeXLR8er 19 years ago
    Have you tried out my fix though? It works, you 'dock' with the station and it repairs your ship, raises your shields and fills up yout energy. Having the effects in three blocks doesn't affect anything.
    #
    MageKing17 19 years ago
    Yes, I fixed the station. Thanks, ZeX. As a reward, you get to see the alien mothership blasting me into oblivion!

    <!-- m --><a class="postlink" href="http://img.photobucket.com/albums/v233/MageKing17/shot009.jpg">http://img.photobucket.com/albums/v233/ ... hot009.jpg</a><!-- m -->
    #
    eug1404 19 years ago
    Any chance you could thicken the cap-ship beams, gives them a more frightfull look(at least for a player in a small fighter ).
    #
    Sir Vival 19 years ago
    I simply love this mod, but I don't think I like the capship graphics in their current state. I also think I could offer my help for the mod, as I'm a 3D modeller (low-poly). Here's something my friend rendered for me, it's a Crescent-class Cruiser modelled by me after a bad quality draft by Lucasfilm (the ship never made it into the movies).

    Linkage: <!-- m --><a class="postlink" href="http://www.binarydemons.com/~skyfighter/crescent.html">http://www.binarydemons.com/~skyfighter/crescent.html</a><!-- m -->

    You can get in touch with me via MSN. (check my forum profile).
    #
    MageKing17 19 years ago
    "eug1404" said:
    Any chance you could thicken the cap-ship beams, gives them a more frightfull look(at least for a player in a small fighter ).
    "Sir Vival" said:
    I simply love this mod, but I don't think I like the capship graphics in their current state. I also think I could offer my help for the mod, as I'm a 3D modeller (low-poly). Here's something my friend rendered for me, it's a Crescent-class Cruiser modelled by me after a bad quality draft by Lucasfilm (the ship never made it into the movies).

    Linkage: <!-- m --><a class="postlink" href="http://www.binarydemons.com/~skyfighter/crescent.html">http://www.binarydemons.com/~skyfighter/crescent.html</a><!-- m -->

    You can get in touch with me via MSN. (check my forum profile).
    I think I should point out to you both that the capships were added by me, and not included into the unofficial patch yet. ZeX is the one who determines what actually goes in the full game, I'm just showing him what I'm working on at the time.

    But yes, eug, I think I will make the beams bigger. Quite frankly, I didn't like them either. Not to mention the fact that the Federation Carrier is slightly lopsided due to the way the graphic was made. Forceuser, do you have a better ship creature graphic I could use for the Federation Carriers? And I need a different picture for the alien mothership and carriers, they're just huge alien fighters right now...
    #
    Industriebrot 19 years ago
    Hi guys,

    Is there some music needed for the mod?
    I'm bored and could make some.
    Is it okay to mail it to Zex (if he wants that)? That because i haven't got any webspace yet.
    #
    eug1404 19 years ago
    "Sir Vival" said:
    I simply love this mod, but I don't think I like the capship graphics in their current state. I also think I could offer my help for the mod, as I'm a 3D modeller (low-poly). Here's something my friend rendered for me, it's a Crescent-class Cruiser modelled by me after a bad quality draft by Lucasfilm (the ship never made it into the movies).

    Linkage: <!-- m --><a class="postlink" href="http://www.binarydemons.com/~skyfighter/crescent.html">http://www.binarydemons.com/~skyfighter/crescent.html</a><!-- m -->

    You can get in touch with me via MSN. (check my forum profile).
    Nice modelling, but i can see why it never made it into the film, that thing's uglier than the Enterprise(if that's possible).
    #
    MageKing17 19 years ago
    I know this isn't a "bigger" beam, but it's more what I was aiming for from the start:

    <!-- m --><a class="postlink" href="http://img.photobucket.com/albums/v233/MageKing17/shot010.jpg">http://img.photobucket.com/albums/v233/ ... hot010.jpg</a><!-- m -->

    Check it out, yo!
    #
    Doogsy 19 years ago
    woah, that rocks. It seems like it is a weapon which would be most effective againts other capships though, as small fighters would only be hit by one beam, if any, whereas other capships would be hit by all beams, doing serious damage.
    #
    MageKing17 19 years ago
    "Doogsy" said:
    woah, that rocks. It seems like it is a weapon which would be most effective againts other capships though, as small fighters would only be hit by one beam, if any, whereas other capships would be hit by all beams, doing serious damage.
    Trust me, one beam is enough. Those beams are from the alien's main mothership, which means they have serious damage potential. The only thing that can survive a blast is a capship, and even then not for long. I died immediately after taking that screenshot.

    [EDIT]
    A Federation Carrier gets in the way of the Alien Mothership...

    <!-- m --><a class="postlink" href="http://img.photobucket.com/albums/v233/MageKing17/shot011.jpg">http://img.photobucket.com/albums/v233/ ... hot011.jpg</a><!-- m -->
    [/EDIT]
    #
    ZeXLR8er 19 years ago
    "Sir Vival" said:
    I simply love this mod, but I don't think I like the capship graphics in their current state. I also think I could offer my help for the mod, as I'm a 3D modeller (low-poly). Here's something my friend rendered for me, it's a Crescent-class Cruiser modelled by me after a bad quality draft by Lucasfilm (the ship never made it into the movies).

    Linkage: <!-- m --><a class="postlink" href="http://www.binarydemons.com/~skyfighter/crescent.html">http://www.binarydemons.com/~skyfighter/crescent.html</a><!-- m -->

    You can get in touch with me via MSN. (check my forum profile).
    Wow, that's great, I like it, could I use it in the mod/ It looks like it fits with the ship graphics from Wazzal. Can you take me a shot from the top; a birds eye view?
    Hi guys,

    Is there some music needed for the mod?
    I'm bored and could make some.
    Is it okay to mail it to Zex (if he wants that)? That because i haven't got any webspace yet.
    That would be great: <!-- e --><a href="mailto:zexlr8er@gmail.com">zexlr8er@gmail.com</a><!-- e -->
    #
    ForceUser 19 years ago
    lol, I made 15!! different ship models, you've only got one of myne mageking. Here's a zip with all of them in. <!-- m --><a class="postlink" href="http://www.groep7.co.za/notrium/ships.zip">http://www.groep7.co.za/notrium/ships.zip</a><!-- m -->
    This is for use ONLY in the wazzal mad though, and since you're working on this mod almost as much as xez you can use'em. Now, If the angle aint right or something just tell me what ship and I'll re-render it with a different angle. Besides, the alien mothership is also the worng graphics. donno if zex has made my rendering into a .png yet?

    ForceUser

    ps. if the dl won't work, give it a few minutes, still uploading
    #
    MageKing17 19 years ago
    Hey, ZeX! I added a new player race called "Observer." It allows the player to be completely neutral and have no weapons, so they can just observe the two sides of the conflict blasting away at each other. That's what mode I was using in the last screenshot, so you can see the entire radar. It's really cool to watch the two sides having minor skirmishes in the asteroid belt. I don't think any mod for Notrium yet has such a large-scale conflict, but it's really cool. I once dropped in on one of those skirmishes to see to swarms of fighters attacking each other, going at it like crazy. Then a Federation Cruiser came in and blasted away at the enemy fighters, then an Alien cruiser came in with all five guns blazing. Then a second Federation Cruiser came in behind the alien cruiser and together (along with fighter strafing runs) they took it out. Then the alien mothership came in and blasted them all to hell.

    It was really cool.
    #
    Sir Vival 19 years ago
    "ZeXLR8er!!" said:
    "Sir Vival" said:
    I simply love this mod, but I don't think I like the capship graphics in their current state. I also think I could offer my help for the mod, as I'm a 3D modeller (low-poly). Here's something my friend rendered for me, it's a Crescent-class Cruiser modelled by me after a bad quality draft by Lucasfilm (the ship never made it into the movies).

    Linkage: <!-- m --><a class="postlink" href="http://www.binarydemons.com/~skyfighter/crescent.html">http://www.binarydemons.com/~skyfighter/crescent.html</a><!-- m -->

    You can get in touch with me via MSN. (check my forum profile).
    Wow, that's great, I like it, could I use it in the mod/ It looks like it fits with the ship graphics from Wazzal. Can you take me a shot from the top; a birds eye view?
    Hi guys,

    Is there some music needed for the mod?
    I'm bored and could make some.
    Is it okay to mail it to Zex (if he wants that)? That because i haven't got any webspace yet.
    That would be great: <!-- e --><a href="mailto:zexlr8er@gmail.com">zexlr8er@gmail.com</a><!-- e -->

    Sure, I'll see if I can find any render programs from my collection. =)
    #
    Inane 19 years ago
    I didnt see anyother posts pointing this out, But the SR doesnt appear to use ammo...

    Other than that great mod.
    #
    eug1404 19 years ago
    "MageKing17" said:
    Hey, ZeX! I added a new player race called "Observer." It allows the player to be completely neutral and have no weapons, so they can just observe the two sides of the conflict blasting away at each other. That's what mode I was using in the last screenshot, so you can see the entire radar. It's really cool to watch the two sides having minor skirmishes in the asteroid belt. I don't think any mod for Notrium yet has such a large-scale conflict, but it's really cool. I once dropped in on one of those skirmishes to see to swarms of fighters attacking each other, going at it like crazy. Then a Federation Cruiser came in and blasted away at the enemy fighters, then an Alien cruiser came in with all five guns blazing. Then a second Federation Cruiser came in behind the alien cruiser and together (along with fighter strafing runs) they took it out. Then the alien mothership came in and blasted them all to hell.

    It was really cool.
    That sounds Uber, galactic space warfare at it's best.
    #
    Sir Vival 19 years ago
    ZeXLR8er I PMed you the link to the Cruiser picture, I also added some extra...
    #
    Industriebrot 19 years ago
    And the music should be there too.
    #
    MageKing17 19 years ago
    "Inane" said:
    I didnt see anyother posts pointing this out, But the SR doesnt appear to use ammo...

    Other than that great mod.
    Yes, I already pointed this out. ZeX didn't originally intend for it to be in the game at all, but I didn't feel like removing it in my patch because I wanted people to still be able to snipe.

    "eug1404" said:
    That sounds Uber, galactic space warfare at it's best.
    I had a lot of fun just sitting on top of the starbase, watching the blue dots and the red dots intermixing and disappearing... anyway, I was thinking of releasing it as a sort of mod-within-a-mod called Wazzal II: CAPSHIPS!

    What do you think?
    #
    ZeXLR8er 19 years ago
    I had a lot of fun just sitting on top of the starbase, watching the blue dots and the red dots intermixing and disappearing... anyway, I was thinking of releasing it as a sort of mod-within-a-mod called Wazzal II: CAPSHIPS!
    Wouldn't it be better to wait for a while until your ideas can be combined with the main mod? Better one great mod than two average ones.
    #
    eug1404 19 years ago
    "ZeXLR8er!!" said:
    I had a lot of fun just sitting on top of the starbase, watching the blue dots and the red dots intermixing and disappearing... anyway, I was thinking of releasing it as a sort of mod-within-a-mod called Wazzal II: CAPSHIPS!
    Wouldn't it be better to wait for a while until your ideas can be combined with the main mod? Better one great mod than two average ones.
    But better two GREAT mods than one GOOD mod.
    A rip-off of:
    Two heads are better than one
    BUT:
    Too many cooks spoil the brooth
    SO:
    You have to strike the perfect balance, ie maybe MageKing could release the capships thing as a small expansion to the Wazzal II beta, but later on it will be integrated into the main Wazzal II, and once it is the small expansion can be deleted.
    #
    ZeXLR8er 19 years ago
    You have to strike the perfect balance, ie maybe MageKing could release the capships thing as a small expansion to the Wazzal II beta, but later on it will be integrated into the main Wazzal II, and once it is the small expansion can be deleted.
    Sure, he's free to release it seperatly just because I haven't intergrated it yet.
    #
    gold kiros 19 years ago
    Zex and Mageking work together and see what happens im having a reallly good vibe about this mod when it finishes.

    Will there be jumpgates and hyperspace engines or any kind of warp at all?

    Will we be able to hire guys to make ships better. Gunners, pilots and droids etc....

    Just a little thing. When you kill a guy there should be some spoils. Health packs, bullets, waepons and specialty items. Ya forgot it in build 2 or was it intentional?
    #
    MageKing17 19 years ago
    "gold kiros" said:
    Zex and Mageking work together and see what happens im having a reallly good vibe about this mod when it finishes.

    Will there be jumpgates and hyperspace engines or any kind of warp at all?

    Will we be able to hire guys to make ships better. Gunners, pilots and droids etc....

    Just a little thing. When you kill a guy there should be some spoils. Health packs, bullets, waepons and specialty items. Ya forgot it in build 2 or was it intentional?
    1) Jumpgates and hyperspace could indeed be done, although Jumpgates sounds more likely. Hyperspace would require individual items/scripts/use events for every single location, while Jumpgates would go to one location anyway.

    2) Could be, I already suggested being able to hire marines and using them on ground ops.

    3) There are spoils, you get promotion points which allow you to get better items, weapons, etc.
    #
    ZeXLR8er 19 years ago
    Jumpgates are possible, but I think I am going to have several uncharted wormholes or spacerifts. More on that later.
    And I didn't forget to put spoils in build 2; they'll come later.
    #
    Forum » WAZZAL II: The Final Dawn - final Version 6 released!
  • « previous
  • 1
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 32
  • » next
  • Post Reply


    Your email:
    Your name: