Staredit Network > Forums > Modding Projects > Topic: Biophysics
Biophysics
Dec 9 2008, 11:30 am
By: Biophysicist
Pages: < 1 2 3 48 >
 

Dec 10 2008, 10:20 pm ForTheSwarm Post #21



Fine then. Space bug eggs.
Biophysics is a much better name.



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Dec 10 2008, 10:38 pm Biophysicist Post #22



How is space bug eggs better than space shark eggs?



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Dec 10 2008, 10:52 pm ForTheSwarm Post #23



You never see space sharks in movies, but you sometimes see space bugs. :P



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Dec 10 2008, 10:57 pm Biophysicist Post #24



I'll stick with the space sharks, it sounds cooler. Now lets stop arguing about this.



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Dec 10 2008, 10:58 pm ForTheSwarm Post #25



I hope you give the space sharks something to do besides get parasited or mind controlled. Like have them attack you or something.



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Dec 10 2008, 11:04 pm Biophysicist Post #26



Is that even possible? The Space Sharks are Critters... Can you make critters attack?



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Dec 10 2008, 11:08 pm ForTheSwarm Post #27



Maybe, if you make Player 12 unallied with everyone. You also might have to change its AI to Guard.



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Dec 10 2008, 11:14 pm Biophysicist Post #28



I'll do a test and post up the results.

Apparently, I broke WinMPQ! So can't do test until I fix it...

EDIT: WinMPQ is complaining about VB40032.dll being missing. I think I moved a file or something...

Post has been edited 4 time(s), last time on Dec 10 2008, 11:24 pm by TassadarZeratul.



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Dec 10 2008, 11:35 pm RoryFenrir Post #29



Quote from ForTheSwarm
Maybe, if you make Player 12 unallied with everyone. You also might have to change its AI to Guard.

that would make alot of sence, it would be like the shark is guarding its nest and you have to kill it to eat the eggs. If you do that id change the names to space grizzly bear and space grizzly cub



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Dec 10 2008, 11:57 pm Biophysicist Post #30



Space Grizzly Bear? No thanks...

Anyway, how about I create two Space Shark units, one which uses the Guard action and one which Junk Yard Dogs? Then I can have sharks that act like Creeps and sharks that act like normal Critters. U liek?



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Dec 10 2008, 11:58 pm Fisty Post #31



Note the side effect of players that leave will have less-than-friendly leftovers.



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Dec 11 2008, 12:00 am ForTheSwarm Post #32



I thought of that. And I wouldn't mind that that much.



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Dec 11 2008, 12:01 am Biophysicist Post #33



Then I'll Give the leftovers to P11.

But, how would I unally P12 to everyone?



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Dec 11 2008, 12:02 am ForTheSwarm Post #34



1. It's possible to change the default melee triggers. PyTRG I think can do it.

2. Will the nests be actual buildings?

3. Notice Space Sharks have been almost the only thing we've talked about so far. :D

4. To give the leftovers to P11 you'd have to make a trigger for all units.

Always.
Give all Bastions owned by P12 to P11.
etc.



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Dec 11 2008, 12:10 am Biophysicist Post #35



But... I don't think you can unally P12 with trigs...

The nest is a Beacon.

I know about PyTrig, how do you think I was planning to have eggs spawn in the nests? I might be a fail modder, but I'm not /that/ fail...



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Dec 11 2008, 12:42 am Fisty Post #36



Quote from name:TassadarZeratul
Then I'll Give the leftovers to P11.

But, how would I unally P12 to everyone?
Perhaps it would be easier to just give the critters to P11?

Quote from name:TassadarZeratul
But... I don't think you can unally P12 with trigs...
LIEZ! You'll need to use a limit-unlocking editor to find it, but it's in Run AI Script At Location.



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Dec 11 2008, 1:11 am Biophysicist Post #37



Shows what I know... What is the script called, and who should run the script? And by limit-unlocking editor, you mean like SCMDraft, right?



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Dec 14 2008, 7:42 pm Biophysicist Post #38



I've decided to split the abilities into two categories, with each ship limited to one from each category. The reason is that the only way I can see to do the customization is to define a bunch of units, one for each combination of abilities. If I don't divide the list, then this requires 3(n^2)+3 unit types, where n is the number of abilities available for equipping, plus the three Overcruiser units, the eggs, nests, space sharks, unclaimed asteroids, and claimed asteroids, which is 3n^2+11 unit types. Dividing the list effectivly lowers n
by half, which means I can create a lot more abilities.

(Does anyone know how many unit types there are? Are there more than 100? more than 150? etc.)


Post has been edited 4 time(s), last time on Dec 15 2008, 3:12 pm by TassadarZeratul. Reason: Scratch that. (Delete this plz)



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Dec 16 2008, 9:23 pm Lord Malvanis Post #39



You can unally P12 using "Set Alliance" triggers, how do you think P12 in Diplo Infinity 2.7a kills you when you attack it?



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Dec 17 2008, 12:21 am Biophysicist Post #40



I don't have much time for Bnetting, so I didn't know about that. Good to know that you can do that.

Question: In your opinion, would it be better to have 7 abilities available and let you equip any combination, or have 12 abilities but limit each ship to one offensive ability and one defensive/support ability, not two offensives or two supports? I prefer the first one.



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