Zyxpsilon

Zyxpsilon

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

Kay, let's see. No offense taken or given, but my current Logos are just fine as they are and i am particularly proud of the "Thematic" feeling they indirectly suggest. But, if you're offering to create [I]some[/I] ships i'd certainly be willing to accept under a very few [I]small[/I] conditions; 1) Download X-Worlds (wait this Sunday or sometime during next week, or so for the afore mentioned version since it [B]IS[/B] much more complete.) 2) Play through a few ga

54 Replies 486,568 Views

I'll go against the tide here. I keep a constant naming sort-of-common-to-all "library of thoughts" and wild guesses. For ALL & any race i play as custom. There's a good reason (logic enforced) for that; development of the X-Worlds mod allows me to explore different areas of both tech/dependant/upgrades and the actual workshopping which will be inevitable once i start creating 39 different fleets with a huge amount of specific ships. Now.. the naming has more to do abou

52 Replies 44,262 Views

Do you route to it? Cuz, it maybe a low bandwidth ratio caused either by the ISP or even the laptop "response"... this is a common issue with some connections via routers & alikes since a slightly different configuration must be adapted to the F-Lappy inherent structure. I can't really provide a [I]solution[/I], but i would suggest some verification of the ISP-Feed-layout(s) or/and if so.. the eTher/Router/Modem calibration & actual parameters. - Zyxpsilon.

6 Replies 8,557 Views

________________________________________________________________________________________________ [B]FLASH NEWS BAR:[/B] Read post #44... the last 'status' update before release of version 06-A!! [e digicons]:jafo:[/e] ________________________________________________________________________________________________ This will be the *[U]ONLY[/U]* thread where those interested by anything about [I]X-Worlds[/I] will find my latest

54 Replies 486,568 Views

You might as well try contacting Smegma also since s/he made an earlier mod of SMAC back in March'07... may even receive some fair tips. As for joining a team - quite clearly, i haven't got the time to spare (X-Worlds & CoSH tie all of the extra second hand glued to a wrist!), although i'll definitely be monitoring your progress & provide anything worthy to consider right here - if you should ever ask! ;) - Zyxpsilon.

38 Replies 21,688 Views

Well, i just got out of the "Twilight Zone" and realized i HAD previously read that same tutorial by MacMatt back in mid-November when i was blitzing my way into CoSH first attempt. Fairly useful, if one actually has good memory (i've heard of copy-pasting, but it didn't cross my mind at that time!) and DOES take it to work when necessary. I guess my point was more about getting *Extensive* help on the DXPACKS modeling code itself and its somehow elusive structural language, including pr

38 Replies 21,688 Views

[quote]To be perfectly honest its not really that hard and the credit should go to Macmatt for his UI tutoral found here...[/quote] Gotch'ya! All i want, now, is more personal free-time to study this further. Cuz, i will need to adapt the Title-Screen(s) too. Thanks. - Zyxpsilon.

38 Replies 21,688 Views

Gully, do i need a faster card to SEE clouds and such details now more than ever! I want YOUR artistic skills and both [U]the[/U] heightmap used & it's partner file [U]the[/U] terrain-color-schemes you created listed right here in this thread - in all its glory. Cuz, the real trouble lies in the relationship between most raws-256 and the necessary gap to show for when coasts and ocean depths can actually make sense rather than a dotted pixy mess, as i have proven with the TEMPO

26 Replies 24,549 Views

Is it me or the trade movies weren't all showing up as they should during the UnitedPlanets meetings? Because, i noticed... the bik files were saved as #_small in the Movies folder when the default/installed/valid/permanent [B]raceconfig.xml[/B] listed them as "RaceImage??_small/happy/neutral/angry(s).bik". No wonder i couldn't see their glowingly/gradiently/shaky heads & faces. Edited the xml and -[U]bang[/U]-, slick animations now hover all over the place while i'm taking an i

3 Replies 2,318 Views

Spending money to stage a war is something you'd have to deal with eventually which will also stack [U]another[/U] burden on maintenance ratios. How would you guess the amount of ships necessary if the situations have yet to develop? Or rather, If you can't build what you want [B]when[/B] - it means your hopes to win may melt like ice under the fire guns of the unknown planners (yet, opposing forces to evaluate or monitor carefully) out there. I was thinking more of a method used throu

9 Replies 5,078 Views

Currently, AIs do send their constructors straight at Starbases for upgrading steps - there must be a reason to this logic or even, to some fairly good uses by any. Mind you, the "tactic" of StarGates needs to be represented by a VALUE comprehensible and widely exploitable... Then, i would entirely agree with your argument. All i meant is that workaround *solutions* are there to mimic for a different hypothesis and its inherent goals. - Zyxpsilon.

8 Replies 3,421 Views

[quote] ...Is it possible to alter the starting relations between different civilizations? This way you could simulate the rivalry between the factions. [/quote] Indirectly, yes! Here's how i managed to implement this in X-Worlds; 1) Customize (and load at run-time for current in-game use) the opponents from the appropriate setup screen. 2) Define the [I]relation[/I] boxes for each against the main player-race (previously selected) 3) S-A-V-E once

38 Replies 21,688 Views

Here's a trick... but promise you won't share it with anyone else(!;) Build some or many transports (for later use) at maximum loading capacity, pack'hem all with people (these WON'T be happy/or/mad or interfere with growth or even pay direct taxes, eat food, etc) and park..send the ships in numerous orbit(s) of your planets nearest to your next targeted enemy. While this lowers population, the effective invasion strength would already be in place. Eventually, you [U]WILL[/U] h

9 Replies 5,078 Views

Well, if the surveyor can suddenly pop-out sectors away by means of a natural worm-hole anomaly it's obvious that the unilateral "code-routines' are already there. It would just be a matter of tying the function for a type of [I]stargate[/I] doing it both ways while maintaining some coordinate(s) reference between two parsecs. Automatic feature, and a [B][U]huge[/U][/B] step towards easing macman of fleets. Secondly, TA has a new immense map - that factor alone certainly means much more

8 Replies 3,421 Views

Lesson being to never, ever lag behind in military skills - just in case. You said, Snathi... right? Then, let me share a few thoughts on available growth for stable and fair expenses; - Whatever bears the name Minor in any of my games... never last long enough to become an indirect threat or annoyance. Which constantly happens just after Colony Rush or IF someone Major wants to rattle my cage too much by mosquito-biting at territorial assets. - Most is not all planets

44 Replies 27,825 Views

[quote]Ps. does anyone know if someone has done something to change the fact that SMAC doesnt work on new CPUs?...[/quote] I've read somewhere (*can't recall exactly) that Virtual_PC is the most common response to such issues if you, of course, can spare the drive-multi-megabytes to install an alternate "older" OS - reconfigured to adapt at anything thrown towards it. - Zyxpsilon.

38 Replies 21,688 Views

[quote] In my current game, I got the ultra warp or whatever event. All ships have a +50% speed boost... I've got speed 24 ships with two hyper-warp engines. [/quote] Indeed - enhancing the fact that all coins have TWO sides. Even if flipped through luck spins. Now, where did i put that book about the 7th.dimension and revolutionary theories of the wire-bent-physics -- no offence to MCsquare impossibly wide lack of energy. Dark matt

32 Replies 15,135 Views

Interesting hypothesis, (@-, too!)Korx. If we could control tilts (indirectly) or even some paths geometry... the possibilities would be enormously terrific for variety and context. I'd even custom-patch the code by myself just to get this sort-of-feature working. I'd love to see a single smally snap of this theory in action if you can, please! Until then, great observation nevertheless. - Zyxpsilon.

67 Replies 142,212 Views

Movie? V'Ger and the absolutely amazing sequence where NCC slowly hovers above the giant blue-like-blurring-Yes/Fragile/Album-type-of-ship beats everything i've ever seen in ANY Sci-Fi stuff. Considering that particular Motion-Picture had to compete with Star-Wars/4 that same summer, it goes without saying that Trek's afficiniados(sp?) really faced tough odds for popularity or potential ticket sales! Which doesn't change the fact it still was a great ride, back then. ;) An

46 Replies 47,876 Views

Which reminds me... i've got to "continue" making CoSH/[I]rated-[B]R[/B][/I] version since; #1_Drengin at GCM has made (or will - when) some high/bandwidth/along/personal_folder available for it &... #2_SD denied it as it was back in early December (although i may find the time to create another [I]rated-[B]G[/B][/I] for approval also to upload here - when!). Still spending most energy towards X-Worlds "final" basics though. If i only had more spare time, i'd certainly devel

26 Replies 32,329 Views

[quote]Well this is great to hear! Seriously it is, because this gives me a small insight that 90% of the mod will work with TA, while I may only need to redo the basic custom races. The Fehost and Syilth are minor races, but I also made the Syilth a major race, one of them is spelled slightly different...[/quote] Soooooo much true in fact, that this means more modder-friendly processing steps will finally be a matter of [B]USING[/B] compatible game setup scree

14 Replies 8,806 Views

Minor/=/Planet/=/Star names?? Double-shhhhooots, then!! I never realized i was actually performing some Minor Races parameter(s) editing of the raceconfig.xml for nothing but a self-resetting code procedure. This has to adressed somehow, SD. Please. - Zyxpsilon.

11 Replies 5,301 Views

The ultimate settings will always be dependant on what specific goals you aim for BEFORE any type of games. It's an adaptative context versus enforced activities through variable conditions directly caused by AIs. Not to neglect also is the fastest victory that shows up eventually because you made a few key-choices during early turns and soon after; which all require some high level of flexibility as it compares to the, solidly sealed up at run-time, map/options selected. Best solution(

31 Replies 17,186 Views