Retropunk is already covered in "Atompunk".
However I think Nanopunk should be added where cyberpunk use to be (near the end of the Trans-Human Era).
Nope. It comes a few columns before in the Late Modern Era, while both punks are Early Trans-Human Era.
- Unmanned Air Vehicles = X80
- Biopunk = X83
- Cyberpunk = X84
Also it would give the term "Drones" a whole new meaning.
Can someone pls explain why all these "camps" have a placed there? After all camps are made for "excess" animals in the area and besides there is a limit on the number anyone can kill per state law. Then i have a few others listed also?
Ok then. Could you change the prereq for the Cyberinsect Lab from NONE to UAV?
You made it. You chnage it.
MrAzure,
are you still planning to make new or improved building buttons as listed by me here and here?
If you don´t have the time (or simply other plans) I would try to make some of them of my own. Seems that my very 1st attempt with the Seed Camp has made its way into the game by now (thank you, Hydro (?)), so it looks like I have done it right. Hey, my very 1st direct contribution to C2C !
I do know though, that my buttons would never look as great as MrAzure´s...
Another question on the topic: Where in the SVN files do I find the current .dds buttons? It seems they are hidden somewhere, maybe in the FPK?
If you can't find the. Dds, simply add a number to the end.
Seedcamp1.dds
We can just edit the Art Defines.
Actually don't, it causes duplication and slow increase in mod size.
Just put your dds file in the folder names in the art defines and it will over write whatever currently exists in the FPKs no mater which one it is in. Then the folder gets added to the SVN and later when the FPKs are made they will be moved there.
Sorry, I am just trying to make all our lives easier in the long term.
If you are modding buttons in the FPK and know what building they belong to then you can find the folder and name of the button in the art defines for that building. If you then create a file structure to match what is in the art defines file and put your button there it will overwrite what is in the FPK so you can test it. You can then zip up the whole folder bundle with just your buttons in it and post that here for a modder to put onto the SVN. Later it will be used to replace what is in the FPK.
If you are creating new buttons for buildings that don't have any yet, then they probably reuse another buildings art definition. You will need to add both the definition and the art as well as modify the building infos. Again keeping everything in the same folder structure with the same names makes it much easier to merge the XML.
You will need to add both the definition and the art as well as modify the building infos.
That seems to be beyond my skills but I´ll try anyway.
<BuildingArtInfo>
<Type>ART_DEF_BUILDING_[B]XXXXX[/B]</Type>
<LSystem/>
<bAnimated/>
<fScale/>
<fInterfaceScale/>
<NIF>Art/empty.nif</NIF>
<KFM/>
<Button>Art/Interface/Buttons/Buildings/[B]XXX[/B].dds</Button>
</BuildingArtInfo>
Thanks, I´ll do what I can and then test it in the game before posting.
That seems to be beyond my skills but I´ll try anyway.
<BuildingArtInfo>
<Type>ART_DEF_BUILDING_XXXXX</Type>
<LSystem/>
<bAnimated/>
<fScale/>
<fInterfaceScale/>
<NIF>Art/empty.nif</NIF>
<KFM/>
<Button>Art/Interface/Buttons/Buildings/[COLOR="Red"][B][SIZE="3"]XXX[/SIZE][/B][/COLOR].dds</Button>
</BuildingArtInfo>