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soyabean level1

Joined: 29 Mar 2005 Posts: 12
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Posted: Thu Apr 14, 2005 9:16 pm Post subject: My 1st MOD :) |
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I've done a single level mod if anyone fancies a try
It's called BATTLE.
I've emailed it to thenextgame, but until it's put up on that site, you can get it here.
http://members.madasafish.com/~jenhlovesbeer/battle.zip
You get a single squad, and the idea of simply to wipe out all the enemies on the island. |
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MicrOchiP level1


Joined: 11 Apr 2005 Posts: 26 Location: Portugal  |
Posted: Thu Apr 14, 2005 10:18 pm Post subject: |
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Thats some nice stress reliever
and the concept of the enginners working agaist us is interessing.
make some more  |
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soyabean level1

Joined: 29 Mar 2005 Posts: 12
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Posted: Thu Apr 14, 2005 10:32 pm Post subject: |
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I liked it when I realised that you could have enemy engineers nabbing the souls and making red darwinians Makes a change to be trying to use grenades to blow up engineers. |
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qFox level1

Joined: 23 Oct 2001 Posts: 59
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Posted: Fri Apr 15, 2005 8:26 am Post subject: |
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looks good
one officer got trapped at the side of the map though
its kind of a hard map to clean up with just one set of officers btw... |
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jackdinn level0
Joined: 16 Apr 2005 Posts: 1
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Posted: Sat Apr 16, 2005 10:53 am Post subject: |
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Ah, this was my exciting discovery on Thursday. I'm quite interested in creating maps that are "non-interventionist"; that will play out for a long time as they stand. I currently have a level in the rather loose mod I'm working on which is solely set up to recycle Darwinians of red and green, a supply that is supplemented by a couple of triffids belching out spirits. Sadly I'm having trouble getting them to actually explore the landscape, rather than cluster around the incubator, and don't want to just plonk down some officers, or for that matter place the two incubators next to each other.
I'm probably going to excise the level from my mod, so may send it to nextgame.
SHS |
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soyabean level1

Joined: 29 Mar 2005 Posts: 12
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Posted: Mon Apr 18, 2005 7:13 pm Post subject: |
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I'm really hoping the patch will fix the bug that causes the game to crash on some systems (mine included) when you have lots of red darwinians about and start using grenades (or if they start using grenades too sometimes)
I'd like to do some mods with the emphasis on Biosphere type battles, but until that bug is fixed, it would be pretty difficult for me to play them as I'm doing them without crashing all the time. |
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FinnG level2 demo2 tester patch 1.3 tester

Joined: 02 Jul 2004 Posts: 205 Location: Cambridge  |
Posted: Mon Apr 18, 2005 7:22 pm Post subject: |
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| im having the same problem... the first time i played the game, i used squads mostly... now im using darwinians and my game keeps crashing :S |
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mindule level2 demo2 tester patch 1.3 tester

Joined: 21 Jul 2004 Posts: 89 Location: Baton Rouge  |
Posted: Mon Apr 18, 2005 11:52 pm Post subject: |
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I have an error : ). When the triffid died, it spasmed and tosses an egg way out there. I cannot beat the level now.[/url] |
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MicrOchiP level1


Joined: 11 Apr 2005 Posts: 26 Location: Portugal  |
Posted: Tue Apr 19, 2005 1:59 am Post subject: |
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happened to me also ...nothing like a fresh start to fix that  |
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soyabean level1

Joined: 29 Mar 2005 Posts: 12
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Posted: Tue Apr 19, 2005 10:57 am Post subject: |
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Happens to me too
However there is a way to get those virii hiding in the corner - create an engineer next to your squad, and send it near to the virii until they start following it, then use the engineer to lure the virii within range of your squad's lasers
Nothign happens when you wipe out the last baddies I'm afraid, I don't know how to set up a primary-objective to remove all enemies from the level. |
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Maniack level1


Joined: 09 Apr 2005 Posts: 63
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Posted: Tue Apr 19, 2005 5:11 pm Post subject: |
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There isn't, unfortunately. There is a "wipe out all Red Darwinians" objective, but no "Wipe out infection" objective.
I suppose you could have the Triffids launch eggs really rapidly, and not very far, but only hatch into Spirits, then have enemy engineers pick them up and take them to Incubators. Then you have a spawn system that works kinda like Biosphere's(as in, you're gonna get more Darwinians) but you can destroy it(take over the incubators, destroy the Triffid or Engineers), it's also of less value to you once you're done than the Virus.
Now, let's see here, where was I? Oh yeah, there's no Wipe out Infection" objective.  |
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mellowvision2 level1

Joined: 22 Feb 2006 Posts: 40 Location: BROOKLYN NY  |
Posted: Mon Mar 06, 2006 11:37 pm Post subject: |
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this mod no longer exists.
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xander level5 phase1 tester



Joined: 21 Oct 2004 Posts: 3554 Location: Sparks, NV, USA  |
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hitm4n level3


Joined: 18 Nov 2005 Posts: 438
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Posted: Tue Mar 07, 2006 1:32 am Post subject: |
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| further to that link, if any mod does ever die and isn't on nextgame or the currently dead stellar, then i will make it available to all in my space and in my thread. I keep my archive complete and up to date. |
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