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Posted

Quite cool. What are the bright spots on the ground in the central corridor? Maybe you could use such an effect on the walls of some of the 'cave' tiles, like glowing lanterns or something.

Posted

It might make more sense to turn the bibs off (although I think with the refinery you can't)

Also please tell me you can't build nukes/air units in a cave? (Although how the hell would you make that a rule)

Posted

Yes, it's obviously stupid to be able to build things that would just ram into the ceiling, but then you have to add all these exceptions to every Interior map.

 

What other tiles should I make?

Posted

Partially exposed dinosaur fossils/archaeology? An impassable lower 'abyss' level of terrain (instead of shores and water)? Destructable stalactites/stalagmites instead of trees? IDK.

Posted

Exceptions to add to Interior maps.

 

[General]

GPSTechLevel=99          ; tech level at which GPS satelite becomes available

 

[HPAD]

TechLevel=-1

 

[AFLD]

TechLevel=-1

 

[MSLO]

TechLevel=-1

Posted

Wow, thanks for all your great comments and suggestions. i suppose adding [ATEK] Cost=1200 compensates for no GPS as well. i really like the abyss/fossils tiles so I'll make them.

Posted

It might make more sense to turn the bibs off (although I think with the refinery you can't)

 

I think that would have the unpleasant side effect of the AI building everything on top of each other, blocking units/harvesters. Would you like a different bib design?

Posted

An issue for RAED: I think 1x1 tiles with multiple sets other than CLEAR1 don't seem to work properly, only tile #1 is inserted which can make maps somewhat bad looking. There is a workaround of course (make the multiple 1x1 tiles ordinary nxm tiles), but that's really inconvenient with all the copy-pasting around.

Posted

would be cool to use one of the normal tilesets as base for the new extended interior (if possible)

 

Adding support for the new tileset will not be possible for edwin, and raed will have problems too

Posted

would be cool to use one of the normal tilesets as base for the new extended interior (if possible)

 

Why? I'm asking because I use interior tile names for my normal tilesets (e.g. the new DESERT theater used WALL0001-3 for the bushes, XTRA0001-12 for original DESERT rivers) for extra tiles and I had no problems with RAED. I would definately stick with interior if I can.

 

Adding support for the new tileset will not be possible for edwin, and raed will have problems too

 

I was pretty sure Edwin was out of the question, but what problems you think it will cause with RAED besides what I wrote (and suggested a workaround)?

Posted

The problems I mean are just related to making this theater a new and separate one, since you cannot add a new interior theater to raed the same way as the other theaters.

 

If you don't plan to make it separate then it would make all existing interior maps incompatible (at least for online games), we tried to add new stuff before and all games went out of sync

 

But if you are just planning to use this for singleplayer in your mod then it should be fine

Posted

I see. I definately would like to give this theater to the community, so I'll make a new mix for it, retain interior tiles and name it something like CAVE.MIX / _TILE_.CAV. How does that sound to you?

Posted

An issue for RAED: I think 1x1 tiles with multiple sets other than CLEAR1 don't seem to work properly, only tile #1 is inserted which can make maps somewhat bad looking. There is a workaround of course (make the multiple 1x1 tiles ordinary nxm tiles), but that's really inconvenient with all the copy-pasting around.

Huh. I thought the game took care of the randomizing of those.

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