Posted 12 October 2011 - 02:46 AM
i need someone to help me with coding in babylon 5 and wing comander, im curently adding in FArscape, but they wont have any hardpoints, not yet anyway. Then i plan on adding the two other new factions called the Universal alliance and universal empire
Both will be a mis-mash of scifis to fill out a faction each...
And ill need someone to help me code i nthere hardpoitns as well...
its a lot of work, it takes a good week to just do text coding for a faction, let alone 5 factions...
i want this mod complete my xmas so i can move on
so skirmish is a pri-ority
I also will need to do tech trees for them all as well, but i dont think i will have the time, so B5, WC, FS, UA, and UE might just be playable fully-unlocked factions... assuming they can fight and arn't just more as a have a look factions lol
Anyway need coders asap, screw the internal section i want to put the power down...
Posted 12 October 2011 - 02:05 PM
Posted 12 October 2011 - 06:59 PM
itll just involve using a data table i have and entereing the right nubmers int othe right bits for the right units
Posted 14 October 2011 - 05:50 AM
i need five people...
One to do the balance coding for Babylon 5
one to do the damage coding for babylon 5
one to do the balance coding for wing commander
one to do the damage coding for WC
one to do the hardpoint/damage coding for farscape...
Ok the balance coding is basic data entry more or less. U just look at the rank of the ship in the code (Tier 1,2,3 heavy fighter, light fighter, etc) and then put the right details in the right bits of code
The damage coding is a bit more complex as the damage needs to be coded in the hardpoints and in the projectiles. You need to count up the hardpoints firing a specific projectile, either heavy or light, and then do the math based of that level ships damage, divided over the hardpoints equally, then divided agian into the projectile count. Most projectiles will only fire three or 4 times. Its ok to round up, as long as its not much, like taking it from doing 6.74456786543 damage its ok to make that 7 or 8... its not 100% exact, but its got to be as close as possible. This makes it abig job, sometihng i normally do personally while others do the balance coding. But ive got a ot of other stuff to add...
Now the farscape one is a big job, as u will need to look at the models in the model viewer, to determine the bone names, decide which bones iwll fire what, and then allocate the projectles and THEN do the damage ocding to each ship... Some ships dont have hardpoints, thats a simple fix, u just use the base as the hardpoint and give the weapons a 180 degree cone and thatll work fine, normally lol
Thats what i need doing so volinteers?
Posted 14 October 2011 - 03:17 PM
Posted 14 October 2011 - 05:01 PM
I haven't contributed much at all to this mod anyways.
Posted 14 October 2011 - 06:15 PM
Posted 14 October 2011 - 06:43 PM
Posted 14 October 2011 - 06:51 PM
Posted 14 October 2011 - 07:32 PM
I mean I don't care what you give me to do, I'm fine with anything.
Whatever you need me to do, I will do it Spino.
Posted 16 October 2011 - 06:03 AM
MAke sure u post what ur working on here, and when your done, rar the files and put them go here - http://www.gamefront.com/files/upload - upload them and post the link it gives u here
Heres the update to add farscape. Most farscape units will have missing text, this is ok as im doing the text for them
Posted 17 October 2011 - 12:11 AM
Posted 22 October 2011 - 06:50 PM
Posted 26 October 2011 - 12:35 PM
Posted 27 October 2011 - 06:09 AM
atm its more of a take ur pick...
Posted 10 November 2011 - 09:04 AM
tell me whos working on what...
If i get no reply, ill assume nothing is being done and ill scrub this...
and ill focus only on adding new easter egg units
I wont balance in babylon 5, wing commander or farscape...
you guys all cry at me for taking so long, i ask for help and i get none..
not my fault if its not ocmplete...
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