Wezzy mod time!
+4
Angatar
Gold Spartan
CivBase
Kasrkin Seath
8 posters
Page 2 of 3
Page 2 of 3 • 1, 2, 3
Re: Wezzy mod time!
seath can you tone it down a little and tell me which race the soldier is ;)
MrX- Lord's Personal Minion
- Number of posts : 3080
Location : broadmore
Registration date : 2008-03-25
Re: Wezzy mod time!
oh, lol
Human
Human
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Wezzy mod time!
[movetype]
name=boatsmall
#This movement type is for small ships
#Used by Boat, Barge and Battle Barge
#Can move on all water types, bad in deep water
[movement_costs]
deep_water=2
shallow_water=1
reef=1
swamp_water=1
flat={UNREACHABLE}
sand={UNREACHABLE}
forest={UNREACHABLE}
hills={UNREACHABLE}
mountains={UNREACHABLE}
village={UNREACHABLE}
castle={UNREACHABLE}
cave={UNREACHABLE}
frozen={UNREACHABLE}
unwalkable={UNREACHABLE}
impassable={UNREACHABLE}
fungus={UNREACHABLE}
[/movement_costs]
[defense]
deep_water=50
shallow_water=40
reef=50
swamp_water=50
flat=60
sand=70
forest=50
hills=50
mountains=40
village=40
castle=40
cave=60
frozen=80
unwalkable=80
impassable=60
fungus=50
[/defense]
[resistance]
blade=70
pierce=70
impact=120
fire=140
cold=70
arcane=100
[/resistance]
[/movetype]
[movetype]
name=shiplight
#This movement type is for ships
#Used by Trireme, Galley, Galleon
#Can move in shallow and deep water
[movement_costs]
deep_water=1
shallow_water=1
reef={UNREACHABLE}
swamp_water={UNREACHABLE}
flat={UNREACHABLE}
sand={UNREACHABLE}
forest={UNREACHABLE}
hills={UNREACHABLE}
mountains={UNREACHABLE}
village={UNREACHABLE}
castle={UNREACHABLE}
cave={UNREACHABLE}
frozen={UNREACHABLE}
unwalkable={UNREACHABLE}
impassable={UNREACHABLE}
fungus={UNREACHABLE}
[/movement_costs]
[defense]
deep_water=60
shallow_water=60
reef=50
swamp_water=50
flat=60
sand=70
forest=50
hills=50
mountains=40
village=40
castle=40
cave=60
frozen=80
unwalkable=80
impassable=60
fungus=50
[/defense]
[resistance]
blade=70
pierce=70
impact=120
fire=140
cold=70
arcane=100
[/resistance]
[/movetype]
[movetype]
name=shipheavy
#This movement type is for the heavy ships
#Used by Destroyer and Battleship
#Can move in shallow and deep water
#Bad in shallow water
[movement_costs]
deep_water=1
shallow_water=2
reef={UNREACHABLE}
swamp_water={UNREACHABLE}
flat={UNREACHABLE}
sand={UNREACHABLE}
forest={UNREACHABLE}
hills={UNREACHABLE}
mountains={UNREACHABLE}
village={UNREACHABLE}
castle={UNREACHABLE}
cave={UNREACHABLE}
frozen={UNREACHABLE}
unwalkable={UNREACHABLE}
impassable={UNREACHABLE}
fungus={UNREACHABLE}
[/movement_costs]
[defense]
deep_water=70
shallow_water=70
reef=50
swamp_water=50
flat=60
sand=70
forest=50
hills=50
mountains=40
village=40
castle=40
cave=60
frozen=80
unwalkable=80
impassable=60
fungus=50
[/defense]
[resistance]
blade=60
pierce=70
impact=100
fire=120
cold=60
arcane=100
[/resistance]
[/movetype]
Theres the movetypes
name=boatsmall
#This movement type is for small ships
#Used by Boat, Barge and Battle Barge
#Can move on all water types, bad in deep water
[movement_costs]
deep_water=2
shallow_water=1
reef=1
swamp_water=1
flat={UNREACHABLE}
sand={UNREACHABLE}
forest={UNREACHABLE}
hills={UNREACHABLE}
mountains={UNREACHABLE}
village={UNREACHABLE}
castle={UNREACHABLE}
cave={UNREACHABLE}
frozen={UNREACHABLE}
unwalkable={UNREACHABLE}
impassable={UNREACHABLE}
fungus={UNREACHABLE}
[/movement_costs]
[defense]
deep_water=50
shallow_water=40
reef=50
swamp_water=50
flat=60
sand=70
forest=50
hills=50
mountains=40
village=40
castle=40
cave=60
frozen=80
unwalkable=80
impassable=60
fungus=50
[/defense]
[resistance]
blade=70
pierce=70
impact=120
fire=140
cold=70
arcane=100
[/resistance]
[/movetype]
[movetype]
name=shiplight
#This movement type is for ships
#Used by Trireme, Galley, Galleon
#Can move in shallow and deep water
[movement_costs]
deep_water=1
shallow_water=1
reef={UNREACHABLE}
swamp_water={UNREACHABLE}
flat={UNREACHABLE}
sand={UNREACHABLE}
forest={UNREACHABLE}
hills={UNREACHABLE}
mountains={UNREACHABLE}
village={UNREACHABLE}
castle={UNREACHABLE}
cave={UNREACHABLE}
frozen={UNREACHABLE}
unwalkable={UNREACHABLE}
impassable={UNREACHABLE}
fungus={UNREACHABLE}
[/movement_costs]
[defense]
deep_water=60
shallow_water=60
reef=50
swamp_water=50
flat=60
sand=70
forest=50
hills=50
mountains=40
village=40
castle=40
cave=60
frozen=80
unwalkable=80
impassable=60
fungus=50
[/defense]
[resistance]
blade=70
pierce=70
impact=120
fire=140
cold=70
arcane=100
[/resistance]
[/movetype]
[movetype]
name=shipheavy
#This movement type is for the heavy ships
#Used by Destroyer and Battleship
#Can move in shallow and deep water
#Bad in shallow water
[movement_costs]
deep_water=1
shallow_water=2
reef={UNREACHABLE}
swamp_water={UNREACHABLE}
flat={UNREACHABLE}
sand={UNREACHABLE}
forest={UNREACHABLE}
hills={UNREACHABLE}
mountains={UNREACHABLE}
village={UNREACHABLE}
castle={UNREACHABLE}
cave={UNREACHABLE}
frozen={UNREACHABLE}
unwalkable={UNREACHABLE}
impassable={UNREACHABLE}
fungus={UNREACHABLE}
[/movement_costs]
[defense]
deep_water=70
shallow_water=70
reef=50
swamp_water=50
flat=60
sand=70
forest=50
hills=50
mountains=40
village=40
castle=40
cave=60
frozen=80
unwalkable=80
impassable=60
fungus=50
[/defense]
[resistance]
blade=60
pierce=70
impact=100
fire=120
cold=60
arcane=100
[/resistance]
[/movetype]
Theres the movetypes
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Wezzy mod time!
i suggest changing the defense in shallow water to 50 and in ice to 40 due to a lack of maneuverability
MrX- Lord's Personal Minion
- Number of posts : 3080
Location : broadmore
Registration date : 2008-03-25
Re: Wezzy mod time!
the higher the value, the lower the defense.
right now none of the ships can move through ice.
However, I think we should make an icebreaker movement type and possibly attatch some WML so that it turns ice into water.
I just ignored changing things that they cannot move on to begin with
right now none of the ships can move through ice.
However, I think we should make an icebreaker movement type and possibly attatch some WML so that it turns ice into water.
I just ignored changing things that they cannot move on to begin with
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Wezzy mod time!
hmm sorry seath
and good idea ;)
also i should be able to post my first taster sprite (so you have an idea of what im doing)
and good idea ;)
also i should be able to post my first taster sprite (so you have an idea of what im doing)
MrX- Lord's Personal Minion
- Number of posts : 3080
Location : broadmore
Registration date : 2008-03-25
Re: Wezzy mod time!
awesome
I have a unit tree for a faction in the works right now. It has about 20 units on it right now, and I expect that to triple by the time its done(its really a meta-faction, the units are split between three different factions)
I have a unit tree for a faction in the works right now. It has about 20 units on it right now, and I expect that to triple by the time its done(its really a meta-faction, the units are split between three different factions)
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Wezzy mod time!
conscript taster :
MrX- Lord's Personal Minion
- Number of posts : 3080
Location : broadmore
Registration date : 2008-03-25
Re: Wezzy mod time!
Dat be good mon.
I'll keep updating the list with unit images as they are made, with stats and new descriptions.
Dont worry too much about a ton of animation images right now(unless you want to go ahead and make them), the base images will be good enough.
Once there are enough images to fill out the basic actions, I can make the unit and test it in regular wezzy
I'll keep updating the list with unit images as they are made, with stats and new descriptions.
Dont worry too much about a ton of animation images right now(unless you want to go ahead and make them), the base images will be good enough.
Once there are enough images to fill out the basic actions, I can make the unit and test it in regular wezzy
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Wezzy mod time!
hmm
anything notable happen lately? lol
anything notable happen lately? lol
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Wezzy mod time!
Nope. Havent been able to get on the forums and look to see if anyone has already figured out how to make certain units spawn at certain spots on the map
Re: Wezzy mod time!
how do you learn to mod this stuff '
what would be good for beginners
what would be good for beginners
kslidz- Minion
- Number of posts : 753
Age : 32
Location : your pants
Registration date : 2009-02-13
Re: Wezzy mod time!
I would just say mess around with stuff.
The easiest things to edit are probably the units, its all done in notepad.
Just look it up on wikipedia or on the game's forum, im sure you will find out how to do stuff there
The easiest things to edit are probably the units, its all done in notepad.
Just look it up on wikipedia or on the game's forum, im sure you will find out how to do stuff there
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Wezzy mod time!
kthxbai
kslidz- Minion
- Number of posts : 753
Age : 32
Location : your pants
Registration date : 2009-02-13
Re: Wezzy mod time!
soldier taster :
sorry got my pc taken off me so i havnt been on in a few days so i got round to it today
in my opinion its a little too heavy
sorry got my pc taken off me so i havnt been on in a few days so i got round to it today
in my opinion its a little too heavy
MrX- Lord's Personal Minion
- Number of posts : 3080
Location : broadmore
Registration date : 2008-03-25
Re: Wezzy mod time!
Pretty nice sprites if I do say so myself.
Gauz- Crimson Medic
- Number of posts : 7687
Registration date : 2009-02-11
Re: Wezzy mod time!
they look good
Vtrooper- Crimson Henchmen
- Number of posts : 2885
Location : The reaches of Space
Registration date : 2008-07-10
MrX- Lord's Personal Minion
- Number of posts : 3080
Location : broadmore
Registration date : 2008-03-25
Re: Wezzy mod time!
Its good looking. It does seem a bit heavy.
I went into paint and trimmed down the pauldrons and the sword a bit and it doesn't seem so big.
Moving the shield in a bit seems to help to
EDIT:
I was looking around wezzy's forums, and there are plenty of methods of transportation that have been figured out by others. I think they may have found a way to create a place that spawns only specific units as well, not sure though.
Maybe we should make accounts over there and ask them?
I went into paint and trimmed down the pauldrons and the sword a bit and it doesn't seem so big.
Moving the shield in a bit seems to help to
EDIT:
I was looking around wezzy's forums, and there are plenty of methods of transportation that have been figured out by others. I think they may have found a way to create a place that spawns only specific units as well, not sure though.
Maybe we should make accounts over there and ask them?
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Wezzy mod time!
ok so you want the cauldrons smaller and the shield in more?
MrX- Lord's Personal Minion
- Number of posts : 3080
Location : broadmore
Registration date : 2008-03-25
Re: Wezzy mod time!
yeah, just round off the pauldrons at his shoulders
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Wezzy mod time!
Time to see if wezzy breaks or not...
I just attempted to add the conscript unit to the loyalist faction
EDIT: only has the base image, but its working
well, sort of
The team colors are only working with the trenchcoat part
Ill take a screenshot for you
http://seathhwf.deviantart.com/art/CONSCRIPT-CHARGE-146233197
I just attempted to add the conscript unit to the loyalist faction
EDIT: only has the base image, but its working
well, sort of
The team colors are only working with the trenchcoat part
Ill take a screenshot for you
http://seathhwf.deviantart.com/art/CONSCRIPT-CHARGE-146233197
Last edited by Kasrkin Seath on Wed Dec 09, 2009 12:18 pm; edited 2 times in total
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
MrX- Lord's Personal Minion
- Number of posts : 3080
Location : broadmore
Registration date : 2008-03-25
Re: Wezzy mod time!
look up
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Wezzy mod time!
i saw... and il look into it after i hit 76 on wow
MrX- Lord's Personal Minion
- Number of posts : 3080
Location : broadmore
Registration date : 2008-03-25
Page 2 of 3 • 1, 2, 3
Page 2 of 3
Permissions in this forum:
You cannot reply to topics in this forum
|
|