The Song of the Moon

Know what? How about requesting that engineer model with another color (broken white perhaps, like the original life-support pack) and perhaps a real pistol in the hand? It would represent the early security forces on the moon in the same bulky outfit civilians wander around in. And in yet another color this unit could represent the military engineer as well. Should be fun to see those security forces surrender the second a stronger units pops up. :D (if the animation can't be switched that is). Btw, there is already a mod in which worker at rest don't eat their lunch, but stand ready. That would be a good animation for a pistol guy if the same model is used.

For the military models, the lunar marine and laser rifle are of course a first. Perhaps that broader "gun" as a first heavy (missile) trooper? The green eyed as the lunar marine and the commando with the helmet and M16 as laser rifle. I think this is best because of the similar helmets for the heavy trooper and laser rifle guy then.

I'm with Zuul on not using different model sizes to represent different units.


Edited 2 times already, perhaps you need to reread this Woodelf. ;)
 
GeoModder said:
Know what? How about requesting that engineer model with another color (broken white perhaps, like the original life-support pack) and perhaps a real pistol in the hand? It would represent the early security forces on the moon in the same bulky outfit civilians wander around in. And in yet another color this unit could represent the military engineer as well. Should be fun to see those security forces surrender the second a stronger units pops up. :D (if the animation can't be switched that is)

For the military models, the lunar marine and laser rifle are of course a first. Perhaps that broader "gun" as a first heavy (missile) trooper?

I'm with Zuul on not using different model sizes to represent different units.

I asked Rabbit and he's going to put the military helmet on a worker for the military engineer. No idea how hard it is to add a gun though...

I'll beg him to put a helmet on the SAM infantry too, we need that!
 
Have you read the part that another mod exist already in which the worker doesn't eat its lunch when "fortified"?
And where I'm a bit more specifically what the 3 models should represent?
 
GeoModder said:
Have you read the part that another mod exist already in which the worker doesn't eat its lunch when "fortified"?
And where I'm a bit more specifically what the 3 models should represent?

Now I have! :D Any idea which mod that is? And I have yet to assimilate any other mods in this one. How hard is it? Simple python changes mostly? Stuff for Belizan? ;)
 
I'll do a search for it, but out of hand I think it was implemented with the "gray coat" graphic instead of the normal orange overall workers have.
 
Found it!
here it is. I guess it will be an XML job, but at least it's only checking the animation links and incorporating them in a possible pistol"engineer".
 
GeoModder said:
Found it!
here it is. I guess it will be an XML job, but at least it's only checking the animation links and incorporating them in a possible pistol"engineer".

Thanks Geo. I'll take a look at it later tonight.
 
6 new units added. Download version 0.21 here: http://www.filegone.com/beko

No gameplay fixes yet, but I had to get these beauties int the game. You'll need the full version, plus the 0.17 patch before adding this one.

More thanks than I can possible give to smitty (snafusmith) for the colony pod, turret, and rover models and to Rabbit, White for the helmet/pack combo on the engineer, lunar marines, laser infantry, and missile trooper. :clap:
 
Belizan said:
0.21, Woodelf? You are just going crazy with the patch levels :(

It doesn't mean anything. But everytime I copy the entire folder on my HD I rename it, change some stuff, make sure it works, and then move on. 0.18 to 0.21 were just unit additons. No worries. :p
 
Do you guys think you can post the correct location of the mod? I tried downloading off the first page (15A), and the file no longer exists, plus looking through the posts, it seems to be version .21? now... I wanted to try this mod out, but it seems something got lost in translation...
 
The problem now is that we can't edit the first post with no JBG and by the sounds the CFC doesn't like us starting threads for every release. Maybe we can get a waiver this time. ;)
 
Wanted to try your mod right now but I get those annoying whiteflags. Could you please post a whiteflagfix like for the EE3 Mod at the start of your thread?

Like this is no fun playing and it's pretty easy to do. Generally I think whiteflagfixes should be applied to all Mods for the players whose cards can't read black alphachannels correctly.

Thx
 
Ploeperpengel said:
Wanted to try your mod right now but I get those annoying whiteflags. Could you please post a whiteflagfix like for the EE3 Mod at the start of your thread?

Like this is no fun playing and it's pretty easy to do. Generally I think whiteflagfixes should be applied to all Mods for the players whose cards can't read black alphachannels correctly.

Thx

I've never had to fix the white flag problem. What exactly do we need to do? Or is it something you can change on your end?
 
woodelf said:
I've never had to fix the white flag problem. What exactly do we need to do? Or is it something you can change on your end?

I could but I think I'm not the only one who could get this kind of bug. I found the solution in the EE3 Mod thread. What you need to do is just put all alphachannels of the flags to white and change the secondery playercolors also to white. But remeber to keep that separate from your normal file!! That's solely for players who aren't up to date with their graphics like me.:mischief:

Edit:To avoid possible conflicts it may be better to assure that any of the primery colors are different for each faction but I'm not sure if this is really needed. I also don't know why this weird bug doesn't affect all mods. I can play ffh for instance without any problems.
 
Ploeperpengel said:
I could but I think I'm not the only one who could get this kind of bug. I found the solution in the EE3 Mod thread. What you need to do is just put all alphachannels of the flags to white and change the secondery playercolors also to white. But remeber to keep that separate from your normal file!! That's solely for players who aren't up to date with their graphics like me.:mischief:

Edit:To avoid possible conflicts it may be better to assure that any of the primery colors are different for each faction but I'm not sure if this is really needed. I also don't know why this weird bug doesn't affect all mods. I can play ffh for instance without any problems.

JBG did the flags and I thought he had solved this issue. Hmmm. I'll look into it, but I've never messed with it before so I'm open to anyone else figuring it out. ;)
 
woodelf said:
JBG did the flags and I thought he had solved this issue. Hmmm. I'll look into it, but I've never messed with it before so I'm open to anyone else figuring it out. ;)

Just change the colors to white in a separte flagfix best underlined red that it's only for those who have that problem otherwise the flags won't work for those who acidentally install it.;)

That worked for my own flags too. Before I read the EE3 threads about that I was puzzled for a whole week with it try to figure out why I can't see them on my screen.:mad:
 
woodelf said:
JBG did the flags and I thought he had solved this issue. Hmmm. I'll look into it, but I've never messed with it before so I'm open to anyone else figuring it out. ;)

If he solved this issue, why do you think I brought "white flags on my comp" up everytime a new version was released? :mischief:

And I could test it, Woodelf! :expect:
 
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