Updated my Mods

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Delphinio
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Updated my Mods

Post by Delphinio »

NTW Mod 1.4 (since last Version):
Add: Version Number, Mines, Cyborg Mine Sweeper, Nuclear Reactor, Cooling Tower, Day/Night
Changed: All Emplacements are Bunkers, All Fortresses are cheaper and esier to build, Weather
Welcome Back: VTOLs, are like in T1 Balancer 1.0a now.
Look in Change List for all Changes.

T1 Balancer 1.0a (since last Version):
Changed: Mobile Wide Spectrum Sensor is off (like in NTW Mod).

Voice and GFX Skin (since last Version):
Welcome Back: Power Resource and Construction Completed Voice.
Only in the Resurrection Version.

Ask me if you got problems with the Install and report Bugs please.
Have Fun
Last edited by Delphinio on 25 Mar 2008, 01:51, edited 1 time in total.
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Delphinio
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Re: Updated my Mods

Post by Delphinio »

fu 5120kb lol
doom3r
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Re: Updated my Mods

Post by doom3r »

Add: Version Number, Mines, Cyborg Mine Sweeper, Nuclear Reactor, Cooling Tower, Day/Night
Nice, im gonna try that!  ;)
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Rman Virgil
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Re: Updated my Mods

Post by Rman Virgil »

----->

* Can yo tell me first what is NOT an aggregation of the original works of Stratadrake, Speedy, BoTman, RSGod, Lord Appoc, Godwalla & NiKeR ? ;)

- RV :)
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Delphinio
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Re: Updated my Mods

Post by Delphinio »

hmm  ;D a few things are not  :P
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Rman Virgil
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Re: Updated my Mods

Post by Rman Virgil »

Delphinio wrote: hmm  ;D a few things are not  :P
* K... I believe what your doing is just fine & kwel. :)

* But, IMHO, you have to proceed with care in HOW you represent it.

* What your basically doing is creating an "Anthology of Mods" werein your serving mainly as an editor of others original mod work &, IMO, you gotta be clear 'bout that. The title of this thread doesNOT do that & neither do any of your posts. Perhaps you include a READ ME that makes it clear - I don't know.

* What I do know is that I played with all this stuff years ago & much of it while it was being developed & not publically released yet.... so, read between the lines & continue with all do acknowledgments.

- Regards, RV :)
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Delphinio
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Re: Updated my Mods

Post by Delphinio »

NTW Mod 1.4: mines, mine sweeper and day/night + changed weather is made by 1.12 patch, nuclear reactor and cooling tower script made by kevin and speedy, a few pies are from dm mod and some pies which pumpkin didnt use. balancing and the rest is made by me.

T1 Balancer 1.0a: just me

Voice and GFX Skin: ?topic=1123.0
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Rman Virgil
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Re: Updated my Mods

Post by Rman Virgil »

Delphinio wrote: NTW Mod 1.4: mines, mine sweeper and day/night + changed weather is made by 1.12 patch, nuclear reactor and cooling tower script made by kevin and speedy, a few pies are from dm mod and some pies which pumpkin didnt use. balancing and the rest is made by me.

T1 Balancer 1.0a: just me

Voice and GFX Skin: ?topic=1123.0
* Excellent ! all the way around Delphinio. :)

* You deserve much credit for your fine efforts.

* I hope (& encourage) all WZ fans to check this out - you'll have lots of fun with these toys. :)

- RV :D
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Angron
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Re: Updated my Mods

Post by Angron »

Much, much love for the update! It's added a new twist to my turtling.

Just a few comments though (incase anyone with an ability to edit the mod wants some suggestions...);
  • The minefields aren't truck friendly. The pathfinding of the trucks isn't too smart, and though they obviously avoid the fields when they're not activated and still counted as 'structures', once they're armed, it becomes a problem. And sure, the answer is easy; make sure your trucks don't drive over them. However, because the mines activate on what I assume is a proximity basis (ie. the mines turn on when your stuff is a certain distance away), when you're strip building the mines your trucks do tend to drive back over their work. Therefore, my suggestion would be; add a 'minefield on / off' ability.
  • The Nuclear Reactor isn't worth the ground it's built on. It seems fairly pointless that, regardless of how many cooling towers you have, the reactor itself still loses health at a ridiculous rate. Is there some subtle nuance to working them that I haven't stumbled upon (do they have to be right next to the towers, for instance, or do they need to be built by water??), or are they just a pretty, but pointless add on?

    So, there's my two lowest currency denominator.

    ~Ang
I thought what I'd do was, I'd become one of those deaf mutes.
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Delphinio
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Re: Updated my Mods

Post by Delphinio »

Angron wrote: [*] The minefields aren't truck friendly. The pathfinding of the trucks isn't too smart, and though they obviously avoid the fields when they're not activated and still counted as 'structures', once they're armed, it becomes a problem. And sure, the answer is easy; make sure your trucks don't drive over them. However, because the mines activate on what I assume is a proximity basis (ie. the mines turn on when your stuff is a certain distance away), when you're strip building the mines your trucks do tend to drive back over their work. Therefore, my suggestion would be; add a 'minefield on / off' ability.
ya, but there is 1 problem. i dont know how to do it  ;D.
Angron wrote: [*] The Nuclear Reactor isn't worth the ground it's built on. It seems fairly pointless that, regardless of how many cooling towers you have, the reactor itself still loses health at a ridiculous rate. Is there some subtle nuance to working them that I haven't stumbled upon (do they have to be right next to the towers, for instance, or do they need to be built by water??), or are they just a pretty, but pointless add on?
build 2 cooling towers as close as possible to the nuclear reactor and it works.
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Re: Updated my Mods

Post by Kamaze »

I'm a little out of date, can someone explain shortly what the nuclear reactor does?
I did never find the sense of it.
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Delphinio
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Re: Updated my Mods

Post by Delphinio »

extra power
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