MrKorx MrKorx

TA Custom Race Mod 1.9a

TA Custom Race Mod 1.9a

Official Thread

http://www.i-mod-productions.com/downloads.php?do=file&id=68

Version 1.9a is now available at i-mod (no approval time 4 me ;) ) or in the library


v1.9b will activate the terraincolorschemes for asa at some time later.

Goal is, make v1.9 the last release before GC 2.0 has come out ;)

v1.9a:
-unique planet textures and heightmaps, thx to nasty
-implemented the 3 special ships ;)
-implemented the assimilator ship class (attacktransport)
-fixed shiptemplates for colony/mining ship
-tweak all unique weapon's fx, thx to stefan
-fixed bug, where spaceminers were not able to upgrade asteroidbases
-many tweaks to maintainance and costs generally, its a lot harder now
-1 new eco tech branch & buildings
-2 new techs & PI (ZaYsaX Psi generator & Teleporter)
-added 1 techlevel to each weapon type



v1.8
-various tweaks

v1.7b
-fixes a crash when playing any other race
-fixes invisible shipstyles :)
-fixes the evil accessible weapon techs on gamestart
 
v1.7
- introduction of the asa ship style


Does anybody know, how to override Improvements requiring a tech which has some hardcoded ability?
For example: UniversalTranslator & Embassy, BasicStarport, StarDemocracy&PoliticalCapital?
If I change eg the starports image and assign a Techrequirement, the the new starport is there, but tho old supposed to be overridden one, as well, but disappears, once you build your customized building :(
Same for the other mentioned techs...

Edit: in v1.6+ solved



547,631 views 277 replies
Reply #201 Top
@Zyx I PM you @ I-ModsNasty
End of quote


Again!! :D

Reply #202 Top
Meet the all new Asa NeutralCivCapitol.png file - pending approval with MrKorx as usual!



in all theory - i've also got the StarPort, Colonies & three terraformers inspired from the above 'concept'.
Reply #203 Top
MMM see more ??
Reply #204 Top
Yep, sometimes over this week-end if things are much more quiet than they were since 4PM (had to put someone in a very high crisis situation on temporary retention) here at my regular "job".
Reply #205 Top
I like it, but it probably won't be the civcapital. I need some testing with initial colony and civcapital PI again.
Reply #206 Top
It seems a bit unbalanced in favor of the Asa:

--They get a repair bonus better than even that of the Iconians
- Bio-force cannons start out at 2 damage each, each tech boosts damage rating +1
--- Super hitpoints bonuses and insane starbase modules (mostly that one that gives like 68 defense in each category).

And some others I don't remember... anyway, you might want to actually play with your race some, they are seriously overpowered in several areas. I shudder to think of what the Drengin could do with those hull-repair techs. Also, some fancy tech descriptions might be nice (though not imperative, obviously).

Anyway, keep up with this, it's off to a good start. I just wouldn't actually play with it myself at this point.
Reply #207 Top
I like it, but it probably won't be the civcapital. I need some testing with initial colony and civcapital PI again.
End of quote


Which reminds me; both of these can be made exclusive (indirectly) to the Asa simply by using a different name for the icon & the *S_Name* tag lines (but not for the Internal) straight into their tech tree - i think.

I already made 14 final Queries (you gotta understand most if not all of those need extensive point-to-point selector_wanding high precision in order to maintain the background as is while re-coloring the foreground buildings, so these will be IT as far as i'm concerned!) and complied somehow with the Blue_Green_Purple_Yellow for categories by editing a few previous Icon versions. I now assume the entire set is probably "fixed".

But you haven't answered me about;
SlaveFurnace.png
SymbiosisPlatform.png
TradeComplex3.png
WretchedHarvester.png
...and what those will be used for. Meaning i can't alter or colorize them unless i know.
Reply #208 Top
But you haven't answered me about;
SlaveFurnace.png
SymbiosisPlatform.png
TradeComplex3.png
WretchedHarvester.png
...and what those will be used for. Meaning i can't alter or colorize them unless i know.
End of quote


Well, I really don't know at the moment what they should replace. Just thought they would probably look nice after recoloring.
Generally, the whole icon stuff has not been finally decided yet, since I don't know how many unique icons will be made :NOTSURE:

I just put the original icons in at the beginning as they are more considered to be placeholders :)
Reply #209 Top
Gotcha! I'll throw in a few distorts and random colors on those extra four, so you can evaluate or predict a formal use for any.

So... for the Terraformers, i was thinking along these lines for my final take on these;



As i'm about ready to make the PI-Queries(1).zip (which will include all previous correction requests of Icons & half of the predictable queries already done & the above concept too.), take note the new items will have prefixes added not to confuse with earlier stuff. Make sure you delete the extra tags to replace any once you commit them to the active or validated folder, if you must. ;)

I think Nasty might well give you a pretty swift Starport also - soon or somethin'.
As for the Capital and the Colony(..ies) - i would agree it needs a bit more careful thoughts unless you'd prefer to offer me a full "expression" or thorough description of what you'd expect; since, after all, those two are essential assets.

See ya.
Reply #210 Top
@Zyx

The screens.str hopefully solves the prefs.ini mystery. Meanwhile I think, the ini file pulls some of its values from screens.str.
I altered the custom race section and tested. All seems to work out properly now :)
Reply #211 Top
@Zyx I like the icons if you don`t mind I like to see them if they get used or not!!!
Well for Better or worst!!!,.........Here are a few Starports!!








I guess if one of these are OK,....... :NOTSURE:

Nasty
Reply #212 Top
Although the top left is "in use" in the pool of icons MrKorx gave me as the "InterstellarNewsNetwork" or somethin'.

I'd like the bottom right, but without the added purple building unless you could pullout the entire circle underneath while leaving the three "Ramps". Tiny ships as a bonus flying around, slick stuff indeed.

But, that's his decision(s) to take - again!
Nice work. :)
Reply #213 Top
@ZyxThe screens.str hopefully solves the prefs.ini mystery.
Meanwhile I think, the ini file pulls some of its values from
screens.str. I altered the custom race section and tested. All seems to work out properly now
End of quote


Wow, great to hear since it certainly is one tricky thing i was stuck with for a loooooong time during X-Worlds earlier versions design stages (#12, *was* always a strange process to fiddle with). Nothing like proper install & direct stability straight out the zip to prevent flawed setups just like some of us had to cope with.
Reply #214 Top
I'd like the bottom right, but without the added purple building unless you could pullout the entire circle underneath while leaving the three "Ramps". Tiny ships as a bonus flying around, slick stuff indeed.
End of quote


the circle would have to be hand made,,,, I`m not sure i could make it look right :NOTSURE: the purple building colors can be change. so far it is the only thing I`ve found with the right angle.

Nasty
Reply #215 Top
Com'on, i am sure you can do that;

- Select the small regions with a high tolerance to nearby colors (using a magic-wand) and simply hit delete (or replace with background color) once the hover_meshing lines indicate the intended extent.

- Fine-tune with a half-pen glow weighting strike over the extra pixels or again with just an eraser brush at 50%.

Then, poouuufff -- it will all disappear. :)

If you can do planet surfaces that extraordinary - zoom in a lot to the basic 256s (that's what i mostly start with, btw) and then resize to 128 with a bi-linear filtering choice.

And... Bang, you have an edited StarPort.


Reply #216 Top
Com'on, i am sure you can do that;

- Select the small regions with a high tolerance to nearby colors (using a magic-wand) and simply hit delete (or replace with background color) once the hover_meshing lines indicate the intended extent.

- Fine-tune with a half-pen glow weighting strike over the extra pixels or again with just an eraser brush at 50%.

Then, poouuufff -- it will all disappear.

If you can do planet surfaces that extraordinary - zoom in a lot to the basic 256s (that's what i mostly start with, btw) and then resize to 128 with a bi-linear filtering choice.

And... Bang, you have an edited StarPort.
End of quote


OK you`er trying to teach me something here!! that`s good :)
I need to figure out what that is !!

but here another try




Reply #217 Top
@Zyx I`m going to do more work on it.

Thanks for your help.


Nasty
Reply #218 Top
I hate to say, but the starport is something which can't be overridden.
Either for all races or not altered at all.
For Civcapital/Initialcolony, EcoCapital and some other "shared" PI having key tech_requirements assigned :( ,I might alter all their requirement, to make it possible.
But the tricky thing is, I would have to find closest possible techs, which are shared by all races, except asa.

@Nasty

The rm_release.bat cleans up the gfx folder. It's just for release purpose ;)
You should check for modifications and update ;)

@Zyx

I'll send you another preview.
edit: sent :)
Reply #219 Top
I hate to say, but the starport is something which can't be overridden.
End of quote


Shoots, that would have been "fun" to implement (as an exclusive to Asa, that is)! Bof, it's alright.
As for the CIV-Capital & other of the same kind, i think it's really not worth the trouble as long as there is one per "gameplay" and that all AIs opponents would get it too, so be it. That makes the MOD even more obvious.

Which is exactly why i was calling any of those such a "special" asset, btw.

Btw, you should witness how many ColdFusionReactors are being built by everyone in my current Medium_Test_Game - it's a f*#!*n wild and fantastic ride to say the least.
;)
Back to re-colorings...
To be continued, tomorrow morning possibly.
Reply #220 Top
OK you`er trying to teach me something here!! that`s good
End of quote


Probably!! :)
Reply #221 Top
Oh, MrKorx... i meant to say that you don't have to send me all of these "preview" files or zips. I can simply wait for the final definitive solid v 1.9 file once you feel it's ready for distribution.
Besides i'd rather see you working at the stuff than doing me such favors!
So go back to the much more important things, that's an order! ;)
Reply #222 Top
I was just more comfortable for me than writing lots of lines what has changed.
Aye Sir ^^
I tweaked again, and economy seems to work well now, you'll see.

Btw, you should witness how many ColdFusionReactors are being built by everyone in my current Medium_Test_Game - it's a f*#!*n wild and fantastic ride to say the least.
End of quote

How do you mean that?
AI is building them? By default?
Did you trade cold fusion to them? This should not be possible :NOTSURE:
Reply #223 Top
MrKorx,

Any ETA on v1.9 release? I'm looking to try out your custom race but do not want to start a new game with the current version if your new version is about to be released soon.
Reply #224 Top
Did you trade cold fusion to them?
End of quote


Yes... and, that's how i play any & all of my games (i might have to revise this "principle" through careful observation of miscellaneous assets just like TA defaults) - boggled up that i am with full faith into common inter-galactic wide knowledge for an indirect but conscious gameplay challenge.
I prefer equals to easy targets and tech growth or slightly better edge towards some key opponents is a strategy concern in itself.

Which reveals (in greater lengths, since some of your PI stuff is much more powerful) that the coded AIs are pretty_heavy_wildly slick algorithms - to say the least.

I tweaked again, and economy seems to work well now, you'll see.
End of quote


Good, i too enjoy surprises gift-wrapped in golden ribbons! ;)

I just made the final Fantastic-4 homeworld for CoSH, transparency (Invisible woman, anyone?) tricks and all - effects, wild blues & so on. Now, fast forwarding onto the Gojira (Tyrano) purplish rocky_greys darkened dragon's den and thunderous inserts on surface tiles and space!
Oh, i also finally figured out how the RAW files work out in TA, thanks to a quick glance at LS' HiResMod_v2.0 tiny but important Earth grey scaler included.
:)

And, of course, the very few last ASA queries.
Reply #225 Top
Any ETA on v1.9 release? I'm looking to try out your custom race but do not want to start a new game with the current version if your new version is about to be released soon.
End of quote


I plan to release v1.9 around Friday night CET.
If you are nice guy and promise to give some feedback, I can send you current development version which is a vast improvement compared to v1.8.
Just PM me your email address ;)

@SirNasty

Do I need an asgard.raw heightmap, or does it work without by randomizing it?
In planetscreen, it looks good without it :NOTSURE: