Search found 625 matches
- Mon Jul 26, 2010 5:19 pm
- Forum: Mod Projects
- Topic: Random Tinkering
- Replies: 64
- Views: 50909
Heh. You can also specify incubators to have a random ally check, which will spawn any color from your team's alliances (who you are friendly to), and all alliance-controlled territory behaves the same as if they belonged to you from the start. Although, we're still trying to squash some bugs when i...
- Sun Jul 25, 2010 10:30 pm
- Forum: Mod Projects
- Topic: Random Tinkering
- Replies: 64
- Views: 50909
http://img833.imageshack.us/img833/7310/screenshot7.png New soulless types will allow teams to either have souls or not have souls. Those without souls (hallowed darwinian shell) dont spawn any when they die. Good for using against soul destroyers as you have no entities whose code become eaten. Th...
- Sat Jul 24, 2010 9:52 pm
- Forum: Mod Projects
- Topic: Random Tinkering
- Replies: 64
- Views: 50909
Indeed, all copies of the above tinkering come with copious amounts of free Spam! Green Spam, Red Spam, Yellow Spam! Spam in ten different colours, all fully functional! 255^3 matey, because there's R G B sequences with ol' team colours. ;) Although in-game, it gets dwindled down to the ten team co...
- Sat Jul 24, 2010 9:21 pm
- Forum: Mod Projects
- Topic: Random Tinkering
- Replies: 64
- Views: 50909
- Tue Jul 20, 2010 8:16 pm
- Forum: Mod Projects
- Topic: Future Modding Features Revived
- Replies: 22
- Views: 21440
- Tue Jul 20, 2010 5:43 am
- Forum: Mod Projects
- Topic: Future Modding Features Revived
- Replies: 22
- Views: 21440
- Tue Jul 20, 2010 2:04 am
- Forum: Mod Projects
- Topic: Future Modding Features Revived
- Replies: 22
- Views: 21440
- Mon Jul 19, 2010 11:19 pm
- Forum: Mod Projects
- Topic: Future Modding Features Revived
- Replies: 22
- Views: 21440
Re: Future Modding Features Revived
Okay. I figured it'd be best to start a whole new bag o' bones instead of compounding a three-year-old thread despite the fact that it's a sticky/announcement... To me that doesn't count because it's still old as phuck and I'm going to assemble a list of to-do things here. Feel free to post your re...
- Sun Jul 18, 2010 10:53 pm
- Forum: Mod Projects
- Topic: Future Modding Features Revived
- Replies: 22
- Views: 21440
- Sun Jul 18, 2010 3:08 pm
- Forum: Mod Projects
- Topic: Future Modding Features Revived
- Replies: 22
- Views: 21440
Just be careful not to violate the license that you agreed to when you purchased the code, especially in terms of sharing code with people that have not agreed to that license. There is a reason that there is a developer subforum now. xander I will. Giving off the .exe builds is something we can do...
- Sat Jul 17, 2010 1:38 pm
- Forum: Mod Projects
- Topic: Future Modding Features Revived
- Replies: 22
- Views: 21440
- Sat Jul 17, 2010 11:33 am
- Forum: Mod Projects
- Topic: Future Modding Features Revived
- Replies: 22
- Views: 21440
- Sat Jul 17, 2010 2:56 am
- Forum: Mod Projects
- Topic: New Modding Features
- Replies: 164
- Views: 139691
Good. See this thread.
- Fri Jul 16, 2010 8:27 pm
- Forum: Mod Projects
- Topic: Future Modding Features Revived
- Replies: 22
- Views: 21440
Future Modding Features Revived
Okay. I figured it'd be best to start a whole new bag o' bones instead of compounding a three-year-old thread despite the fact that it's a sticky/announcement... To me that doesn't count because it's still old as phuck and I'm going to assemble a list of to-do things here. Feel free to post your req...
- Fri Jul 16, 2010 5:30 pm
- Forum: Mod Projects
- Topic: New Modding Features
- Replies: 164
- Views: 139691