Battletech/MW mod collaboration?

Originally posted by ripptide
No BobTheTerrible, it just means there won't be a specific map associated to the mod, but will be randomly generated by the engine like a standard non-scenario game. We may look at specific maps later on, but there's enough on the plate right now ).

I was going to say, if the RMG was tinkerable, we can make it so that it generates maybe 10x10 land circles all over to simulate planets. This way there wouldn't have to be a specific map and it would be semi-realistic planet generation.

BTW EXCELLENT job so far! :goodjob:
 
ahh gotcha. No I don't think that's possible, but other threads for space/future scens has suggested using a new graphic for oceans/seas to represent space, but you still would end up with random shapes for the "planets". I'm really not very knowledgeable on the map making side, but one map/scenario I would like to try later is to make one large map based on a cityscape for a pure urban combat scen. But don't ask me how that would be done.....
 
Does anyone have a quick-ref color chart for the civ colors? I would like to map/skin some of the uu's according to the civ so I want to make sure I don't get any "bleeding". Thanks
 
aighty all you flc conversion masters... I've gotten to a point where it actually doesn't look too bad, but for some reason, now the "default" blue isn't being changed to the civ specific color. Any ideas?
 
Have my stat suggestions been usefull, or is the creation of units and such been the only important part, a it's the hardest part?
 
No, they have been useful and I appreciate the comments and ideas, but yes, unfortunately right now I was just trying to get the meshes done and create flcs, which I finally was able to do properly today )
 
yay, I always look at this thread when I see in my profile riptide has posted :D

As far as civ-specific palette colors go, make sure there is no blues that match the blues in the top four rows.
 
heh, thanks Neomega, I fig'd out that was the prob, but didn't realize it was the top 4. Finally able to make working flcs )
 
Thanks.


I figured suggestions for the game rules weren't too important because anyone can decide anything, and the real issue as this is how well we (or more rather you as I'm not doing anything) design units.

I like the units btw, and I'm impressed by how fast they turn out.
 
ripptide is this for PTW or Civ 3.;)
 
PtW is a better choice as it allows for more modding than vanilla. If you don't have PtW, I'd gladly take finished units and implement them into PtW.
 
no, it's not a problem I was hopeing it was for PTW.:)
 
though not true after I post this, as I'm writing this, bob and ripptide, you both have 98 posts while I have 898. I find these 98s kinda funny :)
 
:lol: lol, thats funny.:lol:


edit: now all we need is ripptide to post one.:)
 
can you pre-release the units before the mod?:confused: I was considering overhauling my mod by removing the acient age and adding a future age and these would be great for that!Also I am working on some nukes :nuke:
 
Originally posted by Random Observer
can you pre-release the units before the mod?:confused:

I was wondering that to. :rolleyes:
 
Originally posted by Hygro
though not true after I post this, as I'm writing this, bob and ripptide, you both have 98 posts while I have 898. I find these 98s kinda funny :)

And now you're already at 927!!! In a single day!!

(PS can you tell I'm posting this just to up my post count? j/k)
 
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