Zyxpsilon

Zyxpsilon

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

What i'd really chear for is the "other" races (even if they're possibly Minors only)... once i gather the money to purchase TA. But, i've always been the type of letting the "bugs run" pass by and waiting for a much more stable version. No offense to the beta-testers who, i'm sure, are doing a wonderful job and service to the developing team. It's always nice to witness further adjustments also. Namely, the newly added weird concept of multiple & unique techno-trees gives me the cr

9 Replies 3,251 Views

Thanks for the quicky solution, Kryo. I thought i had read a similar comment somewhere but couldn't remember where or when it was made or still is. Although "copying/modifying" a WHOLE race files would be a fairly large task using the above [I]workaround[/I], it may be worth testing out. - Zyxpsilon.

5 Replies 7,203 Views

In my case, i'd put a sort of tactical spying option (enhanced accordingly) on these Zeros and lurk around every enemy's core systems - all the while using the cheapest route possible! Click, report, sabotage, influencing - name it. :) - Zyxpsilon.

15 Replies 11,603 Views

[quote]...though you'll need to do a bit of file renaming or moving to get them in there.[/quote] Care to extrapolate a little more on the process itself, since i sometimes really miss some of the old [I]designs[/I] (and or full Race templates) found in DL 1.50+. Just as an example, the Yor's "big circle-like colonizer" wasn't transfered into DA. Beside having to create (or copy as is) a new fleet and list it after the defaults of DA with a new tag such as "DL - Yo

5 Replies 7,203 Views

[quote]...I certainly wouldn't want to have to try dealing with viewing and tracking all the goings on in a 3d cube like that.[/quote] Neither would i (as of THIS moment of thought in a single chaotic mindspace of mine!)... but with the real techno advancements in 3D-engine hard-coding, i wouldn't be the least surprised somebody will (or already IS) attempt this. If only to grab and drag the market of some "RTS" gamers back to the basics in TB-3D, somehow. [quote]Besides, i

28 Replies 70,620 Views

[quote]...heres how I learned I took someone easles conversion saw how they did anjust did the same but with my own data.[/quote] In general, there is many ways found in any of these mods. I also took apart much of the files already into these zips and was able to grasp a few things of importance. It looks to me though that there is NO strict (or SD validated) standard upon which anyone can adhere. The (very obsolete) Mod guide by CariElf has an interesting comment about activat

37 Replies 30,468 Views

[quote]...You constantly have to readjust your point of view and zoom level to get an idea of what is going on and to select stuff[/quote] Hit the nail sharp and square with the above. Now, what is the first thing you see when you stare at a simple oncoming car at night? May sound a bit funny... but do try thinking real hard about this specific situation, please. Two headlights beaming through the distance! Speeding towards you. Human vision has a peripheral sense, it

28 Replies 70,620 Views

Looks quite promising! But, i can't resist a supplemental comment, no offense intended either; "[I]You must have a lot of time on your hands. also![/I]"... cranking all of that work at near light-speed pace! I may actually have a couple of questions about how you coped with "replacing" the default races to Transformers opponents straight onto the main setup screen - since it may be a workaround for the triplet themes i plan to integrate in X-Worlds. Would you mind

37 Replies 30,468 Views

[quote]...Jesus, just imagine fog of war in that monstrosity![/quote] All of these calculations prove that the concept is indeed a complex issue. Oh, i agree. The implications are enormous; gameplay, perception of Space, orientation, direction, you name it. But, the whole point of a true 3D galactic model can be summarized in just one simple comment; New features! That's all. Don't try going beyond the above reasoning and you'll get what is at stake here. Programmers DO what th

28 Replies 70,620 Views

[quote]...You need to decide what of all that you'll cover.[/quote] Dunno if i'm the right person for the job... since, i'm fairly busy with the CoSH & X-Worlds MODS. I don't think either that i've got enough gameplay experience to even pretend having a fair amount of information to post or share on the wiki. Maybe much later, i'll figure if it's really worth the effort or time. But, what i initially meant is that whoever was the original "participants" to the curren si

4 Replies 3,670 Views

The most interesting situations can arise from "re-setting" any values, and by that i mean, every single slots possible until the house is packed for Yours or all opponents. Customizing power has a limit, though. I trust SD team realized consistant variables (as strange as this may read-out!) DO create a balanced gameplay. At first, i wanted to test multiple conditions by changing these numbers in great lengths... then, it struck me. Did it matter that much? Or was i to consider the def

4 Replies 3,670 Views

[quote]...I love that game and I'm extremely curious to see what you come out with.[/quote] Welcome to the Fan-club of what is "possibly" the best PC-game of all time... if i may be so tilted towards the franchise. My opinion and of many more hard-core gamers out there. Too bad that title had to go through a number of corporate hands to be scrapped, altered, enhanced, fiddled and simply raped of its fundamental nature; Tactical strategy along with terrific gameplay features. Won

11 Replies 6,179 Views

Modding is just a process of combining different resources (Doesn't really matter where it all comes from, unless someone WANTS to be fair to the originals and relatively accurate about the source.) into one coherent package which "feels" like the real thing. Take something i'm currently working on; X-Com. I own the games, i can get plenty of alternate material right off the web in numerous places. Everything i plan to integrate into the final X-Worlds mod will absolutely be so

11 Replies 6,179 Views

Ahhh, that feels sooo good. I entirely agree on the principles. Space itself [U]IS[/U] a multi-directional environment which is why i also suggested another approach with some "3+ layers" for indirect 3D galactic representation... (refer to the initial thread). Nothing i would like more than to be sneaked upon by invading opponents from above or/and below!! ;) Intensive CPU-wise, but worth it. Huge strategic/tactical implications to a number of gameplay features; rally

28 Replies 70,620 Views

A sort of personally 'refined' version of EditPlus (shareware copy). Most options allowed me to adapt the functions for much of the GC2 dedicated text shortcuts and thus, lowered the amount of repetitive typings. Besides, the familiarity helped. Although, i prefer good'ol C++ indents on a plain regular blue-classic as many (1stgen) programmers do. Windowing, all the time. Tabs after tab. :) - Zyxpsilon.

9 Replies 4,755 Views

Re-opening the SpaceShips "battle" scene file; 1) Voyager's [I]Dragon's Tooth[/I] episode has a very intense "escaping" combo which last a mere 40+ seconds and, tops anything i've ever seen in hundreds of movies and other TeeVee shows. 2) X-Files UFO leaves Earth from Antarctica ice-cap. 3) Close Encounters/3rd/Kind Alien-mother-ship slowly hovering above Devil's peak to gently place itself on a makeshift tarmac and then, starts its colored music cues. Astonishing.<br/

67 Replies 71,229 Views

Lemme add to this, please. The situation i'm stuck into; P4-1.5 (single streaming like hell, it possibly overheats while i type this), GEForce-MX4 (No textures on ships, no clouds hover above planets, sadly but still payable), 512-Ram along with a fixed 1.4G pagefile (normally enough for plenty of 3D-graphic intensive softs, to [U]design[/U] stuff mostly). The type of games i HAD to choose; Tiny and Small maps, limited number of opponents (4, maybe 5 top), with a [B]lot[/B] of

31 Replies 18,483 Views

[quote]...However, there will be a free update in a month or so to version 2.0 that I believe you will be able to download without using SDC.[/quote] And that should also include some of the 'utility tools' from TA-betas, right? Cuz, i'm really stuck with a DA version as my low-end PC wouldn't possibly be strong enough to handle even just a slight increase in CPU demands. What could be VERY interesting to have are the [U][I]Editors[/I][/U] as described in some Journ

14 Replies 8,437 Views

A watch is round and yet is divided in 12 regions, so it's also a pseudo-polygon with smoothed out edges - indirectly. If you'd get such an odd-shape device, the angles would hit 6, 10 and 2 o'clocks for the Y-type on a "[I]pseudo[/I]" hexagonal area represented. - Zyxpsilon.

9 Replies 34,238 Views

[quote]...to go straight in 3 directions, instead of 4....[/quote] Duh... correct this with between 6 and twelve directions. Ask any pilots, the 11'O is a direct reference to the top left corner in pseudo-hexagons divided in 12 equal angles of 35*. - Zyxpsilon.

9 Replies 34,238 Views

BTW, FYI TRM & BS. BIP-LOL. Yup, i can also abbreviate my thoughts... but when it comes to input of values, some of us real programmers, are comfortable with typing in FF in one swift double-touch instead of wristing the mouse out 3 times left from right between 0 and 255 or revert the processing many times over if still unclear. 0123456789ABCDEFh. Simple mathematics with base-16 standards. So, F**K YO, act23456 or show me substance -- in english. - Zyxpsilon.

11 Replies 7,539 Views