I add some body points to their units and building,add the weapon stats,terrain graphics,units and buildings graphics,and templates for scavenger.Here it is:
Charca Ultimate Scavenger
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Charca
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Charca Ultimate Scavenger
I have been working for more than one month to modify Ultimate Scavenger mod to my own style
I add some body points to their units and building,add the weapon stats,terrain graphics,units and buildings graphics,and templates for scavenger.Here it is:
I add some body points to their units and building,add the weapon stats,terrain graphics,units and buildings graphics,and templates for scavenger.Here it is:
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Charca
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- Posts: 20
- Joined: 23 Mar 2013, 07:30
Re: Charca Ultimate Scavenger
Here are some screenshots about it:
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Last edited by Charca on 09 May 2013, 16:23, edited 1 time in total.
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Berg
- Regular

- Posts: 2204
- Joined: 02 Sep 2007, 23:25
- Location: Australia
Re: Charca Ultimate Scavenger
Scavs need a more scavified derrick that derrick looks to new
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Charca
- Rookie

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Re: Charca Ultimate Scavenger
I can't run pie slicer and I don't know how to make textpages......but at least the derrick's fences looks like part of Zenith AA tower(scavified "a" little) also I have added NullbotsBerg wrote:Scavs need a more scavified derrick that derrick looks to new
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NoQ
- Special

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- Joined: 24 Dec 2009, 11:35
- Location: /var/zone
Re: Charca Ultimate Scavenger
That, probably, wasn't a very good idea. In fact, the original Ultimate Scavenger AI mod is often criticised for making scavengers too strong; people often complain that they get instantly defeated by scavengers on maps they want to play. You'd probably like to increase the price of their units as well.I add some body points to their units and building
I think that's not a good idea, either. This makes your mod incompatible with other terrain mods; people cannot install both your mod and some other tileset mod they like, they may get really weird looks . I even dare to advice that it's better to allow the end user to mod separate aspects of the game separately than to make a "change everything all together at once" mod.terrain graphics
Another drawback is that adding terrain textures forces you to include vidmem.wrf files, that are known to have already changed several times during beta-testing of 3.1; they may still change further, and it will make your mod much more likely to crash on the later game versions.
And this may lead to yet another trouble: if the user wants to install another version of NullBot (not 2.04 but something else, or maybe some completely different AI that may come up later), he will run out of AI slots in his user interface, being unable to select the newly installed AI in certain cases.also I have added Nullbots
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
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Charca
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Re: Charca Ultimate Scavenger
Okay,I understand NoQ.
I try to pack the graphics at one mod.But at least this is my own style modification.
I will try to make another UltScav with only new templates,not terrain,nullbots,stats,etc.But at least I am proud that I can modify a mod like this
I try to pack the graphics at one mod.But at least this is my own style modification.
I will try to make another UltScav with only new templates,not terrain,nullbots,stats,etc.But at least I am proud that I can modify a mod like this
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Jorzi
- Regular

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- Joined: 11 Apr 2010, 00:14
Re: Charca Ultimate Scavenger
Good to see that someone puts the new graphics assets to use 
Gotta try it out sometimes.
Gotta try it out sometimes.


-insert deep philosophical statement here-