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Updated my Mods
Posted: 22 Jan 2008, 20:40
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
Re: Updated my Mods
Posted: 22 Jan 2008, 20:40
by Delphinio
fu 5120kb lol
Re: Updated my Mods
Posted: 22 Jan 2008, 21:05
by doom3r
Add: Version Number, Mines, Cyborg Mine Sweeper, Nuclear Reactor, Cooling Tower, Day/Night
Nice, im gonna try that!

Re: Updated my Mods
Posted: 22 Jan 2008, 23:47
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

Re: Updated my Mods
Posted: 22 Jan 2008, 23:55
by Delphinio
hmm ;D a few things are not

Re: Updated my Mods
Posted: 23 Jan 2008, 02:26
by Rman Virgil
Delphinio wrote:
hmm ;D a few things are not
* 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

Re: Updated my Mods
Posted: 23 Jan 2008, 11:37
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
Re: Updated my Mods
Posted: 23 Jan 2008, 15:43
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

Re: Updated my Mods
Posted: 01 Feb 2008, 13:47
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
Re: Updated my Mods
Posted: 01 Feb 2008, 20:25
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.
Re: Updated my Mods
Posted: 01 Feb 2008, 20:52
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.
Re: Updated my Mods
Posted: 01 Feb 2008, 21:20
by Delphinio
extra power