MrKorx

TA Custom Race Mod 1.9a


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



547,258 views 277 replies
Reply #101 Top
Which reminds me of something.

The available pool of Stars goes from 0 to 6 while the 7th slot is used up by *Sol* (owned by the Terran custom system in games), right?

What if anything could stop us from creating new slots with 8, 9, 10, 11, etc!?! Tagging any with a specific name (Darker Purples & true Black Holes & even an indirect 3D model of a Pyramid UV mapped to fit the texture file!, comes to mind all of a sudden), design the square images for it (inserting the new stuff in the DL folder) and create custom maps which would use them - since i believe the GC engine must use only the defaults, BUT only when a random map is used.

Extend this reasoning to flares now, which is overlayed on the halo files -- would you imagine what could be done if the number of valid slots was raised to whatever we wish for?

;)
Reply #102 Top
;) Kinda weird or promising, don't you think!
Reply #103 Top
I already defined my own star, its just a matter of how telling the customplanets the halo thingy :NOTSURE:
Reply #104 Top
I did not have any luck with it but I may not have done it right either :NOTSURE:

Zyxpsilon Thanks for the help with the map I see I have a lot to learn on doing planets

But I can do the rings tho!!


Nasty
Reply #105 Top
Dunno why, but the link didn't loadup the image in the PM - so here it is as it should.

yeah this site can be a pain :D

here more rings MrKorx ring 065 !!!















Bed Time :)

Nasty
Reply #106 Top
Hey how did my blue ones get in here !!!



O well here 2 blue one any ways

Nasty
Reply #107 Top
MrKorx Rings have been updated!!!

there 5 new ones and 2 version of one for you to chose from!!!
I`ll keep looking at the rings but I think we about got the best now for what you wanted!!! I think LOL any ways let me know if we need to do more on the rings !!!

Thanks

Nasty
Reply #108 Top
Did you upload them @i-mod?
I temporarily disallowed y the "old" ring, since you said you want it closed. Just tell me if you wish to make them public again ;)
You want to keep public status for 1.2?
Reply #109 Top
Keep them closed for now please once we are done testing I`ll update the read me file then we can open them to the Public.

Nasty
Reply #111 Top
Done, 1.2 "rejected"


Thanks

Nasty
Reply #114 Top
Hey, nice trick with the custom wire default face, yellowed up and a DNA symbol on the side! Dunno if MrKorx still wants to change his previous Asa portraits for a new one, since i've tried already with some German mythology inspired images last week & he decided to keep the dark-cyan_holding_staff kinda robotic buddy! ;)

About that 7th. 'Sol' method to give Terran a special Star... i can't, for the life of me, find the sol.png file anywhere (incl. in the properly referenced folder DL\GFX\Planets nor the GFX\Stars where the default _xxx??xxxstars.xml are).

Is it me or was that file deleted somehow by any SDC install process?

It certainly looks as though the random maps get created with a _YellowStar.xml texture. Thus, the StarTypes.xml may not get validated as it should.

Btw, anyone noticed that the 0..6 star colors are scrambled up in the Map Editor? Cuz, as soon as you load up a custom map in the game engine, this is what i get;

White (0) = White
Blue (1) = Green
Red (2) = Yellow
Orange (3) = Red
Yellow (4) = Orange
Green (5) = Purple
Purple (6) = Blue

I hope this is a bug to be corrected or explained by staff... since it DOES matter that a custom map (final & distributed into our Mods) with a true Purple Star implies a high PQ planet nearby. While the current map editing flaw would show it wrongfully Blue in games!

Besides i want to show my *Evilish* races with some Red Stars and not Yellows! And, the Peacefuls as Blue but certainly NOT Green since that one would also be perfect for another idea.

Arrrrrgh, that Map editor needs a fix - fast.

@MrKorx;

Ya know, after some thorough & solid testings... your tech-tree seems to be reacting exactly as expected. I found it be a little confusing, but that's okay, since in fact the basic idea behind this TA feature **is** to provide highly variable context and different situations to handle.
I'd say the Asa becomes almost invincible once their highest special modules_components & weapons comes into play.

Great stuff, anyway.

It's back to modding X-Worlds & CoSH, in my case for now. ;)

Reply #115 Top
So you think the costs in general are ok? And what did you experience with you eco, did you have too much money?
Reply #116 Top
(Stars)yeah the code ok and show on the map right it is mess up in the editor
Reply #117 Top
So you think the costs in general are ok? And what did you experience with you eco, did you have too much money?

i have not tried it with 1.8 MrKorx but 1.7 with the PoliticalParty Federalists I had to much money I`m going to update to 1.8 and test with default PP and Federalists to see
what we get.

Nasty

Reply #118 Top
Hey, nice trick with the custom wire default face, yellowed up and a DNA symbol on the side!


Thanks maybe he`ll put it in there anyways :)




About that 7th. 'Sol' method to give Terran a special Star... i can't, for the life of me, find the sol.png file anywhere (incl. in the properly referenced folder DL\GFX\Planets nor the GFX\Stars where the default _xxx??xxxstars.xml are).


same here I`ve never figure it out

Arrrrrgh, that Map editor needs a fix - fast.


Agreed needs fix !!!

Nasty
Reply #119 Top
OK i did a type 8 star type and did a custom map and that work !!! so now how can we get a custom race or a mod to do the same ??? Kryo Logic DEV`S ???...anyone one ???

Nasty
Reply #120 Top
Me too!



The above Dark Star has a distorted vortex as a Halo and is as much mysterious & hidden as i wanted it exactly. ;)

The trick is to have it declared into the map by editing the section with the #8 tag (listed in a new StarTypes.xml along with its "_DarkStar.png" texture, halo, etc files which all get loaded from a Mod Folder).

- Then, a couple of adjustments to Pattern & Density values edited straight into the map text.
- A proper declaration in the CustomPlanets.xml (name of HomeStar & its texture) to give it to any race of your choice.
- And, off you go.

Silly though that any further edits to the map WILL rewrite this star slot with defaults as soon as we re-save it, like a lot of other automatic rewrites by the editor!

Best to keep these jewels for last, i guess.
;)

@MrKorx...

The econo results seemed balanced, but that has more to do HOW i kept track of sliders & developped the other planets. I have to admit there was a period of bad BCs output but nothing i couldn't correct or adapt to in later stages.
Reply #121 Top
Zyx so ?? custom maps only then ???

Nasty
Reply #122 Top
Yep, i believe so since the game engine is most probably taking only StarTypes 0 to 7 as valid when it distributes the random planetary systems on any default Tiny to Immense maps. As a result, custom maps should then be an indirect way to tackle the potential. Unless, SD modifies this feature accordingly.

I have yet to entirely test those for direct recognition of the extra sets (beyond #8... etc) but if the above is working, i'd say it opens up huge variety potential in designing specific kind of maps, scenarios & campaigns! :)
Reply #123 Top
What mapsize did you play with asa? Because, I made significant changes to PI maintainance costs, so that I'm not gonna be able to massproduce spies from >=turn1 :P
It got a lot tougher now, to make surplus.
But I usually can only test on tiny and small maps, so costs won't increase that quick, since less planets.
Reply #124 Top
Medium, but i think i will wait for your next version (1.9?) before i test it once more as i want to be sure about 'your' integrated features and how these newest adjustments might indeed affect the entire concept.

I have had the very same issue with the DA_X-Worlds tech-tree over the last week or so, since i've made extensive corrections to integrate alternate (but indirect and completely independant of the main research pace & pathways) Victory conditions.

It's funny though how a SINGLE switch, manipulation of effects, what it could allow and leads to, or a slight cost increase to any given new tech can suddenly make the basic gameplay principles lose the usual focus and extend the context beyond what we would normally expect; just the **Cydonia or Bust** slot will bring everyone to their knees in dispear, i suppose.

Given i actually get a lot more free time to work much harder at it! Call me a crazy perfectionist.

Bof, the Total-Conversion_S (so far... Five different setups available just by moving a single RaceConfig.xml from one folder to the valid place!) framework is completed & ready. ;)

Plus a genuine exclusive Asa logo, to show for!

Reply #125 Top
@ ZYX on an Immense map set on abundant stars I got 1 to 3 type 8 stars I use my flair star for testing !!! So the game engine does use it just not that many!!! so it will,.. use a type 8. We just can not tell it in custom Planets to use a type 8 and not a type 2 :NOTSURE:

@ MrKorx I`m playing on Immense maps !!