Ideas for additions to the Modding System

Talk about your new mod or map here

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Miah
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Postby Miah » Sun Feb 06, 2005 4:14 am

I've been working on the player profile system, actually.

And patching them as you go along, so you don't need to start new users entirely.

How interesting!
Icepick
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Postby Icepick » Sun Feb 06, 2005 2:59 pm

Extra teams WAS one of the things on my list, if you had read it ;)
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Miah
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Postby Miah » Sun Feb 06, 2005 11:13 pm

Yes, I know.

But teams with enemy engineers and squads is what I need. Currently, the AI of squads is pathetic, and would be no challenge to fight against them.

This is perfect for what Chris has. Which is the player *should* be controlling them. My idea requires something a bit different.

Honestly, Icepick, I think your idea is one worthy of pursuing. If nothing else, it would be a great "Nakatomi" type patch. ;)
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LLamaBoy
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Postby LLamaBoy » Wed Feb 16, 2005 6:12 pm

More Ideas!

Custom colour teams.
At the moment, Team 0 is red, Team 1 green and Team 2 yellow. It would probably need some clever codey magics on the models, but it would be cool to have the option to colour teams. I personally have an idea for a mod that would use this team colouring extensively. Perhaps this could be incorporated with the extra teams Icepick suggested?

I think this has been said before, but granting and removing research levels at various points in the levels, or between levels, would enhance modding quite a bit. You could have a series of levels e.g. where you insert a squad into enemy territory, then get the research to create some engineers, darwinians etc., and play "normally" from then on for some levels, before going back to the squad based gameplay again.

Another idea I had, though I'm not sure how feasible it would be, is dynamic landscape texturing. Since Chris said that deformable land wouldn't be possible as far as he can see, I've been thinking of other ways to change the appearance of a level. Loading a level doesn't take more than a few seconds, so maybe you could have a script command that loads a new texture for a level?
So, for example, you could have a level cutscene (like Temple), and when the cutscene ends, load a new texture for the level, so that it has a different appearance (maybe to reflect curroption or cleansing of a virus, stuff like that).
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Postby Tortanick » Tue Mar 01, 2005 10:00 pm

I'd definatly LOVE to see a custom unit creater, and a built in modal maker as they are soo simple anyone could do it.

I myself have designed most of a new species that the darwians go to war with.
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in a year...

Postby Mike_box » Sun Mar 13, 2005 11:33 am

We need that DevCD and soon. I'm not sure if I'll still be playing Darwinia in a year.
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Re: in a year...

Postby elDiablo » Sun Mar 13, 2005 1:44 pm

Mike_box wrote:We need that DevCD and soon. I'm not sure if I'll still be playing Darwinia in a year.


As soon as the mods start coming, yes, you will still be playing it in a year :)

And then you will make mods, so that'll be in 2 years :)

And then the DevCD MIGHT come out in the years after... Why would they release the source when the game has ONLY just come out? ;)
We dont stop playing cos we get old... We get old cos we stop playing.

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