Zyxpsilon

Zyxpsilon

Joined Member # 2379736
81 Posts 3,336 Replies 26,376 Reputation

So, that essssplains it. Details such as these should get attention later by SD coders. In the meantime, it only felt like a very small 'bug' to fix while i was simply curious to see if anyone found it as annoying as i [I]"experienced"[/I] it. - Zyxpsilon.

3 Replies 2,874 Views

You are a galciv fan if... 1) You mod the thing so much that it no longer IS/FEELS/REACTS like galciv. Only to return to the darn great default elements for a quick step outside the Twilight Zone you've been in. 2) You look at night skies and yell; "Hey, there's a real fancy, fast, slicky YOR ship above, i swear!" 3) You skip breakfast, sip a coffee and let what remains dry out in the cup over the next few days. 4) You start staring at your wife, kids and cat

9 Replies 11,355 Views

How silly of me, :) I actually DO have my very own copy of this guide gloriously sitting tight & bright in a folder... and it never caught my mind that maybe it simply had such answers right there! I should read a few more things while i'm at it, too. Before, i jump again to fast but dumb conclusion(s). Call it - work overload from modding the entire X-Worlds set of trade/angry/happy/neutral images of the last few days & weeks. And, now i [U]can[/U] alter/design those ta

2 Replies 1,783 Views

In the trade screen, once you click on the AI "100bc" lines to bring the pop-up of their offer for whatever is in focus - there is an amount which represents their maximum value. But, in that particular case, the last digit doesn't show! Making it seem like a deal isn't good at first glance. After clicking on the right arrow, i realized (a few weeks back) that the actual figure was in fact always multiplied by 10 indirectly (with the last number being invisible or [I]underneath[/I])

3 Replies 2,874 Views

Trying an explanation (anyone should correct me if i'm terribly wrong with this). The main condition to stick a fleet to any race relies more on the type defined in their "raceconfig.xml" slots... BUT, when you alter that number - it shouldn't re-use major/race's [U]reserved[/U] styles and defaults as those are either pre-defined at boot-time or within any valid mod folders, given the fact ***ALL*** necessary assets (models, textures, etc) are compatible with anything active. N

5 Replies 4,755 Views

Fairly simple question. 1-3-5 provide a bonus in some percentages to enhance combat and activity results. Is there some [I]available room[/I] or code-hidden tricks for number 2 and 4, and if there is what would they impact? Cuz, i might use some extra effects while i revise the X-Worlds' set of tactics. Otherwise i'll simply stick to the already [I]limited[/I] (somehow!) defaults. - Zyxpsilon.

2 Replies 1,783 Views

Number 3. TA is still under 0, Korath has taken over slot 10, and the Krynn enjoys spot 11. Custom is 12. - Zyxpsilon.

5 Replies 4,755 Views

Numerous variables can influence a decision in that case; 1- Who is the worst threat to your territory and what is their number of planets or other assets. 2- Last resource available and what kind exactly. If you'd need the research growth, grab it first. If, if... 3- The total remaining planets and their quality. 14+ are more valuable than most resources is a fair rule of thumb - IF, you put it to good use and IF, nobody can or doesn't seem like they'd get there first. 4- M

12 Replies 6,882 Views

[quote]I think anyone that is looking to mod the game will have pre-paid for TA anyway. If they are ready release 'em so we can test 'em. If it's just the one, please let it be the map editor.[/quote] O-Kay, lemme jump into the scramble here for a minute. Whatever SD decides to do with ITS code is just fine with me. Protecting my investment at the same time while worrying some "editors" might creep up as torrents out there is another sign that THEY care about our-soon-t

75 Replies 63,049 Views

Call it weird, but i'd find an extra dimension of space as much involving strategy wise than even the toughest irradiated environments. Maybe it's just my mind tilting towards X-Com/Apocalypse concept - but, nothing better than splitting the very physical nature of the 3d planes and having to cope with inter-dimensional foes. Theory has it that strings rule the universe(s -yup, these [U]IS[/U] a plural there), and that the further you go along almost linear gravity, the worst time b

40 Replies 10,247 Views

Wow! :) Hey, that reminds me about two things -- - Events of/for X-Com. - And, your previous offer to get some busy hands into X-Worlds shipyard tasks. Cuz, right now i am nearly done with the 05-D version and i will possibly start a ship/fleet analysis process. Dune-2000 was fun to play, true. But the real movie was even greater to watch, at the time. - Zyxpsilon.

9 Replies 4,794 Views

;) -- :) !!! I truly wasn't high or even on wheels, guys. But, Uranium-235... you [B]ARE[/B] absolutely right; once again, i shouldn't stop myself from providing the top-most 'quality' to players - at whatever the bytes cost. (PS; System resources are pretty weak overhere -- P4/1.5 is kinda lazy, i know, but it works soooo *slowly* in some gameplay sections!) It's just that i was concerned by the huge files which would have to squeeze into the 20MBs onsite-barrier. I c

4 Replies 2,820 Views

As i step forward into the intended X-Worlds assets and features, i suddenly realize huge bytes could be "spared" by a simple code-adaptation. Yup, this is about the movies and the heads nodding an almost YES and shaking slowly to puzzle me out on their status or intentions. Mind you, i have actually made numerous angry/happy/neutral/trade/small for each and every last 39 races present -- [U]AS[/U] png templates only, so far. But, i figured why in heck would i really need t

4 Replies 2,820 Views

Might as well add an extra-wanted type of ship of mine; the recyclable Invasion Troop transporters! It never squeezed into my imagination that whatever i had built and sent on a long trip to oblivion was simply lost. Planet taken, new peoples on the surfaces. Ship gone. Now, i'd take a step forward into a high-cost new type of Invasion/Tactic; load 'hem up and know very well the ultimate spacecraft can be piloted back into another supply round for more conquest. Call it, th

8 Replies 5,884 Views

Which is possibly why GenPants made a "negative abilities" type of MOD back in July. As i was trying to balance the custom races for X-Worlds, i really did puzzle myself into a whole logic fancy with tilting favorable assets towards a few key opponents. Fixing some of the most important (Eco/Res/SoP/MiP & InF, etc) was in fact what drove me outside the very scope of proper design. Then, it struck me... did it really mattered that much when a simple 10% can be added or subtracted in

12 Replies 9,573 Views

You made that "fake screen" with Photoshop?!? ;) ;) Hooked me on the basic reasoning behind structured flow(s) of information(s) via an entirely new function (revised and focused by simply picking off the ball and running through your idea and coding it) and its required pop though! It IS possible to fix a dxpack with such features, but at the very heart of this concept is the need to scan incode values, transfer any to procedures, distribute the output accordingly. I, too

69 Replies 45,250 Views

I meant that the 'sneak' pics posted by draginol made me wonder if a [U]SIMILAR[/U] 3d-engine or/and some graphic features could be applied to the GC2 framework or interface. Concept wise, Sins should look more [I]modern[/I] while taking a different approach at galactic-like-conquest gameplay. Sure, GC doesn't have some of these principles... but the feeling i got when seeing how Sins has been designed is that the menus/sidebars/fonts/colors (etc) were slick and pretty, user-friendly and

3 Replies 5,127 Views

[quote] 4) The technology thing is also unnecessary. Instead of the big annoying dancing robot, just put the damn tech tree up there instead, so I can see what I just researched *AND* pick what I want to research next on the same screen...[/quote] That's the essential for me, also. I found the continual & repetitive appearance of multiple (say what, just about 240+ some techs altogether!) robots shaking their arms at me *VERY* annoying, indeed. It's all good and

69 Replies 45,250 Views

I may be overdoing myself with the following observation but... if only "concept driven coders" could slap us all a similar engine with adaptable features and relative functions straight inside and beyond the TA-Expansion (incl, the projected GC2/editors!), i'd amazed and confused if no equivalent power is ported as is or even, better! ;) Pins or Sins, Gins & Bins - the whole reasoning stands almost only on principle X: [B]Value[/B]. - Zyxpsilon.

3 Replies 5,127 Views

As you may know, a huge number of variables can affect binking any movies; PC-Configuration, Swapping to Memory, Codecs - and what else! From what i can gather of your small comment, it may have been caused when the initial encoding was processed. Bit rates and the amount of memory hogs through CPU piping or/and paging to some swap area can also "alter" the finalized output(s). (I've seen hundred--[B]S[/B] of bad playbacks & recordings overlayed by some stupid messenger warning pop

1 Replies 1,221 Views

X-Com. (Dot!) Multiple modernized attempts have been made, never to come even near the original very first version. Low-res, tactical masterpiece, huge concepts about balancing of features. Stunning Ais, addicting gameplay. Name it. Sure enough, i do enjoy GC2 also. And played a lot of others (listing most would involve me into more typos than i have time to spare!). Still, dos-box is installed and receives a visitor once in awhile. Cuz, X-Com(s) simply was/is an [I]in

50 Replies 58,324 Views

You mean, as INTO each and every dxpack basic references to the "yellowy" text? Outch, that hurts. Considerable editing would be necessary for such a simple thing. Strange though that with all the present customization features already there, nobody bothered with the main interfacing of some fonts. DL-blues, DA-reddies, many races & all with deterministic designs, a few concept-based arythmia/ethics with Menus and capitalization of WHITES cue-text... but nothing to alter from yellows to what

3 Replies 2,321 Views

Whatever pops up into mind, i'll go for the nearest feeling of destructive gizmos as much as possible. I don't actually USE it often, just a few times to enhance with new stuff and better weaponry as they come along... may also sprinkle a couple of cue-wing-like-boosting-components to make it stand out form the pack when necessary. But, that's more for aesthetic than actual potential at war. I mainly design any within a single framework & goal - eventual development of the X-Worlds flee

40 Replies 16,138 Views

This is a sneakpeek image for the upcoming release of version 05-D which will possibly take place within the next week or so (pending approval afterwards as usual). In order to keep track of development, you will mostly receive a sort of summary along with a few comments via such kind of images. So... -------------- [img]http://img341.imageshack.us/img341/7296/xw05dpeekcc5.png[/img] -------------- L-R, Top-Bottom sequencing... a) Some examples

54 Replies 486,686 Views

Bump... Kay, i feel soooo silly. What actually happened is that i had *renamed* the trade movies to the shorty but incompatible length since i figured they were "looking" better and would be easier to search for! Duh- Corrected everything right back to defaults. Fixed. Although, i still would like to obtain a kind-of response from any SD-Coders about the "Yellow/Text" issues as i seriously believe such a [I]simple[/I] alteration feature should be made optional on the In

3 Replies 2,321 Views