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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Tue Oct 02, 2007 7:05 pm 
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what staff? they are all an illusion  ;D


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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Tue Oct 02, 2007 7:42 pm 
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Yeah. Those vodka martinis will do that to you...


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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Tue Oct 02, 2007 7:55 pm 
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ive actually run across a few instances in which the ai buoy did not destruct when the build timer ran out. it was never consistently happening, and there werent any obvious common factors between matches in which it happened. and it never happened to me, just the ai.


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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Tue Oct 02, 2007 9:56 pm 
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Really? I only played with a time limit once, so I assumed that was "the way it was" :) Oh well, I was wrong. It was bound to happen at some point in my life. As you can tell, it's my day off and I am bored out of my freaking mind or I wouldn't be on here this much.


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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Tue Oct 02, 2007 10:35 pm 
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was it with more than one AI? it could be possible that it isn't processing the list correctly


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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Tue Oct 02, 2007 10:43 pm 
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I think mine was just one AI. As the time limit expired, my buoy self-destructed. I presume the AI's did, too. Don't know, we met in the middle and I lost :)


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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Wed Oct 03, 2007 3:40 am 
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just one on one every time its happened. but like i said, it doesnt happen every time, and it hasnt happened with facilities and a build timer. i always play imp vs reb ai. that was the situation the first time i discovered that ramming the executer in to the buoy is the only thing that will make its health noticeably drop at all.


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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Thu Oct 04, 2007 9:19 am 
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Just out of curiosity, EJ, I posted several ideas earlier. Do any of them gel with your vision, or are you specifically doing things differently? U don't have to explain yourself, of course, I'll be playing Warlords regardless :) I'm just curious as to how you're doing things. I know in a lot of cases, you have reasoning for the way things are. I'll admit, the one I'm most curious about is the Ion Cannon downtime cause I think it's a major pain in the arse (thus its being first)


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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Thu Oct 04, 2007 4:53 pm 
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Ion cannons have to be re-thought they simply don't work right, and the oldships.big presents it as a bigger problem. the Executor's massive ion barrage is fully intentional however :-p


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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Tue Dec 04, 2007 7:32 pm 
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I was wondering if there is a tool or some way to create our own scenariosor "levels"?  Would be fun to take in pre-made fleets to attack pre-set up defences and/or another pre set fleet.  Not being able to build more ships would also push players to use more individual ship control and fighter/corvett screening in their tactics.


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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Tue Dec 04, 2007 9:05 pm 
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notepad basically


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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Wed Dec 05, 2007 12:24 am 
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its all so clear now


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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Fri Dec 07, 2007 9:13 am 
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Is there a tutorial somewhere or could you please sugest a file that is already implemented so that I can see what sort of coding/notepadding is necessary?

Would be really appreciated.


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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Sun Dec 09, 2007 5:43 pm 
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you'll need to open the level files and create custom levels (go to http://forums.relicnews.com/showthread.php?t=18633 for extracting files and such)

you'll need to make new levels, the level structure basically has lines that say where ships are, who owns them and which way they are oriented (the relic maps are great sources for how this is done) you have to have a real good handle on 3d coordinates to make a map though you can get positioning with this tool http://warlords.swrebellion.com/files/S ... tor1.1.zip (what I use, then modify the names of the objects)


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 Post subject: Re: random suggestions that will never probably get implemented
PostPosted: Mon Dec 10, 2007 3:46 pm 
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Thanks for the tool.  I have been tinkering with it have gotten pritty comfertable with it.  Now I just need to figure out how to get your ships and objects into it.  I have scanned the forums relentlesly and have not been able to track down a good place to help me.  I went to the link you posted but it is very packed with many other moding that I want to get into later.  But right now would you please be able to give me a brief on what I need to do to get your ships and objects (currently I am restricted to hig and vag).

My biggest confusion is how to get your ships/objects.  Do I need to decompile them out of a .big file?  If so what is a good program to use (I have been trying to use BatchLUADC with little success) and which file is it.

I promis the questions will decrease once I get a better handle on the file language and processes, in the middle of finals rihgt now as well.  But I would like to get involved in editing/moding and have been doing some research and reading on other sites.  Just need help with getting started.

Thanks in advance.


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