Search found 12 matches

by Foobie
Sat Feb 10, 2007 3:26 pm
Forum: Introversion Blog
Topic: Fluff, Ideas, and Waffle
Replies: 26
Views: 40884

I think it's a wonderful thing when people feel so passionately about their work. The vision driving the work can be incredibly inspirational and motivating.
by Foobie
Thu Jan 25, 2007 12:37 am
Forum: Mod Projects
Topic: Fluffwinia
Replies: 94
Views: 84224

The GoldFish wrote:I'm working from scales on the in-game sprite

So .. your Fluffwinians are infinitely thin? :wink:
by Foobie
Tue Jan 23, 2007 12:02 am
Forum: Mod Projects
Topic: Fluffwinia
Replies: 94
Views: 84224

martin wrote:6!? wtf do they want six for?... hmm...

Maybe there's a Spawn Point on the other side of the island they need to operate? :D

(that's one to make into an Officer, and five to run it)
by Foobie
Sat Jan 20, 2007 3:35 pm
Forum: Mod Projects
Topic: Adjusting Spam cubes?
Replies: 11
Views: 4827

Another thing that makes them easy is using armours, either yours or your enemies. Set up a BC behind it, let Red DGs man it, and move another armour in front of it. The Spam Cube has a hard time killing the armour, while its own BC blasts the antisoul out of it. I do have a level coming up that co...
by Foobie
Fri Jan 19, 2007 2:11 am
Forum: Mod Projects
Topic: Adjusting Spam cubes?
Replies: 11
Views: 4827

Thanks, I'll take a look at that. Edit Okay, I played with that level a bit and tried to figure out why it's not much more difficult than a level with just one cube. It seems to be the behaviour of the beams. The beams will only do one of two things: * kill your program * resurrect a soul When they ...
by Foobie
Thu Jan 18, 2007 3:10 am
Forum: Mod Projects
Topic: Adjusting Spam cubes?
Replies: 11
Views: 4827

Adjusting Spam cubes?

I've been playing with Spam cubes in my mod, but they seem to be all-powerful. Is there a way to adjust how often they fire, how many beams come out when they do, or which units the beams spawn? The only control mechanism that I know of is that I can deliberately trigger them through scripts (Trigge...
by Foobie
Wed Jan 17, 2007 11:39 pm
Forum: Introversion Blog
Topic: It's all in your head, Part 4
Replies: 65
Views: 109187

Depending of those concentrations and the combination of the several regulatory proteins, diferent parts of the cell will give origin to different types of tissues. Which is basically what Chris said about the algorithms. One set of parameters generates city roads. A slightly different set generate...
by Foobie
Sat Jan 06, 2007 2:02 am
Forum: Mod Projects
Topic: Fatal Error
Replies: 15
Views: 5836

I don't suppose anyone can help me with this fatal error. Since the mod isn't exactly released yet. ERROR : 'ScriptTrigger UniqueId was not unique in mods/Part1/levels/map_mountainpass.txt' I just spent some time trying to get past the same "not unique" error. I had commented out the buil...
by Foobie
Tue Dec 26, 2006 3:29 pm
Forum: Mod Projects
Topic: New Modding Features
Replies: 164
Views: 141926

I guess I'm a little worried about that "adding port markers" part. I've looked a little at the shape files, and I don't feel confident adding those by hand :-D If I linked a DynamicBuilding "control tower" to a TrunkPort, would it actually work? I've tried linking non-ControlTow...
by Foobie
Tue Dec 26, 2006 4:20 am
Forum: Mod Projects
Topic: New Modding Features
Replies: 164
Views: 141926

⋅ Add a new building that creates a ring of Darwinian "slots". You could place this on top of any other building, link it, and set how many Darwinians it takes to man and activate any building (for example, to allow Darwinians to capture ControlTowers or TrunkPorts, or to man St...
by Foobie
Tue Dec 26, 2006 4:09 am
Forum: Mod Projects
Topic: New Modding Features
Replies: 164
Views: 141926

⋅ Add a new building that creates a ring of Darwinian "slots". You could place this on top of any other building, link it, and set how many Darwinians it takes to man and activate any building (for example, to allow Darwinians to capture ControlTowers or TrunkPorts, or to man St...
by Foobie
Tue Dec 26, 2006 3:33 am
Forum: Mod Projects
Topic: New Modding Features
Replies: 164
Views: 141926

I'm still pretty new at modding in general, but I'd like to second some of the ideas I've read so far: change the editor so that you cannot link unlinkable buildings And to indicate when a link won't actually do anything, even if the link is possible . For example, linking an AISpawnPoint to a BlueP...

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