Electric skin by Aka Tolken of IF Tomatoes
| · Portal |
Help
Search
Members
Calendar
|
| Welcome Guest ( Log In | Register ) | Resend Validation Email |
| Welcome to Infinite Space Federation Forums. We hope you enjoy your visit. You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you're already a member please log in to your account to access all of our features: |
![]() ![]() ![]() |
| Prometheus |
Posted: Dec 31 2005, 01:49 AM
|
|
New Captain Group: Captains Posts: 11 Member No.: 52 Joined: 20-December 05 |
I've just got a decently working version of my mod finished, a few things have been rushed and a few things finished lazily. But I'd like people to play it and tell me what they think.
![]() The Special Ops mod for Weird Worlds replaces the Science Vessel and the Terran Frigate with the Prometheus, a classified ship only in use by terran Special Ops forces. The PX2 variant replaces the Science Vessel, it features 2 medium range beam weapons modified from captured zorg weapons, and a large forward firing long range cannon, firing in clips of 3 shots with great accuracy. The PX1 variant replaces the Terran Frigate, it features 2 forward firing gattling guns, with a reasonably long range, and a long range point defence laser. http://www.prometheuszx.org/specialops.zip *Issues* Before anyone says, yup the silouhette is wrong and if anyone has any suggestions on fixing it from just a flat image, using no layers, I'd be very grateful. The sprite size in the ship selector is too big, and I can't figure out how to fix that either. |
| Shadowcat |
Posted: Dec 31 2005, 04:58 AM
|
|
Squad Leader, SFC. Group: Administrators Posts: 352 Member No.: 5 Joined: 14-August 05 |
I fired up the mod, and then switched back to the web browser to read the rest of your post. As the title battle commenced I found myself wondering "what the heck is that?". I couldn't place the rapid-fire barrage I was hearing, and had to switch back to find out what was going on. It was one of yours, naturally :)
I just played my first game using the PX1, and those things are lethal! I scored 24,548 on a small map thanks to some good acquisitions, and cleaned up the enemies (including a Vent Mother) on my own with no difficulties whatsoever. A cloak enabled me to systematically decimate the Zorg down to their last fighter, and then come back with a Zorg Helmsman to make peace, which helped with the score. Definitely good fun :) edit: See screenshot of some PX1 simulator action... This post has been edited by Shadowcat on Dec 31 2005, 05:24 AM Attached Image (Click thumbnail to expand) ![]() |
| Fingers |
Posted: Dec 31 2005, 09:27 AM
|
![]() Skilled Captain Group: Captains Posts: 199 Member No.: 18 Joined: 3-November 05 |
Nice little mod.. These guns are devastating. The vent mother didn't stand a chance
The icon bug: The ICON line in the hull ini is missing the frame number, so it's using the first frame. It should look like: ICON ships/ter_pro.png 6 The silhouette really should be drawn using the ship sprite as a guide, and layers are very handy for that... Slight faux pas: you should remove the game.cfg before you zip up a mod for distribution. |
| Shadowcat |
Posted: Dec 31 2005, 11:22 AM
|
||
|
Squad Leader, SFC. Group: Administrators Posts: 352 Member No.: 5 Joined: 14-August 05 |
Nor do the Yellow Kawangi for that matter :) (although if they had the foggiest idea of what to do about these guys, they would probably fare rather better!) For some fun, set up the simulator with yourself as any non-Terran race, then add a bunch of PX prototypes as friendlies, anything you want as enemies (and plenty of 'em), and watch the new ships kick some ass! Attached Image (Click thumbnail to expand) ![]() |
||
| Prometheus |
Posted: Dec 31 2005, 04:15 PM
|
|
New Captain Group: Captains Posts: 11 Member No.: 52 Joined: 20-December 05 |
Yup, overkill is good for the soul
I'm working on a large (and I mean huge) mothership, and much stronger enemies, for the missions I'm going to add. Thanks for pointing those things out for me Fingers. I've updated the zip file. Think I'll have to hand paint the silouhette. Expect more in the new year guys. |
| Brainiac4 |
Posted: Dec 31 2005, 11:32 PM
|
|
New Captain Group: Captains Posts: 7 Member No.: 21 Joined: 5-November 05 |
The version linked from the Mod Register is incorrect, I think -- it still has the problems with sprite size.
Fun mod! There are a couple of typos in the briefing text -- in the Military: TEXT Major Brass greets you with a stiff salute. On his desk is a plastic folio labeled "<uvar=captname>." You can only guess about its contents.<br><br>"Let me cut to the chase, <uvar=captname>. You have been selected from many candidates to captain a prototype Prometheus class vessel, designated PX1, for Terran Special Operations and Assess its rediness for active fleet use. You will begin your voyage here at Haven Station. You will leave the Glory system and explore Sector Prime. Your mission will last <uvar=missionyears> years. Remember, you MUST return to this system before <uvar=endyear> or you will be personally fined.<br><br>Your primary directive is to make First Contact. Seek out alien starfaring races to determine whether they are peaceful or represent a threat to Hope, our precious home world colony.<br><br>Your secondary goal is to obtain any technologies, artifacts or information which may be useful for military purposes.<br><br>You have forty eight hours to prepare for duty. I suggest you step lively. You'll want to inspect the <uvar=shipname> and meet her crew. Good luck and godspeed, Captain <uvar=captname>. Make us proud." |
| Prometheus |
Posted: Jan 1 2006, 02:42 PM
|
|
New Captain Group: Captains Posts: 11 Member No.: 52 Joined: 20-December 05 |
thanks, I'll update it
|
| Shadowcat |
Posted: Jan 1 2006, 11:02 PM
|
||
|
Squad Leader, SFC. Group: Administrators Posts: 352 Member No.: 5 Joined: 14-August 05 |
I had copied what was there at the time. However, with Prometheus having his own hosting, it does make better sense to simply link to the original URL, so I've done that now. Provided this remains a working URL for the most recent version of the mod, it will be fine :) http://www.prometheuszx.org/specialops.zip |
||
| Prometheus |
Posted: Jan 3 2006, 06:39 PM
|
|
New Captain Group: Captains Posts: 11 Member No.: 52 Joined: 20-December 05 |
The url will remain up, I've updated it now, its only the siloheutte thats a bit wrong now. I'll fix that tomorrow.
Should have some new graphics within a week, aswell as a new ship and a few new weapons. |
| Jeffe' |
Posted: Jan 18 2006, 07:02 PM
|
|
Unregistered |
Any progress on the upgrade Prometheus?
|
|
|
![]() |
![]() ![]() ![]() |