How do i add new races. - Page 2

How do i add new races.

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

If the mods are assembled correctly (all the files in /mods/ and/or /base/) then no, you can have different crap installed, as long as both players have the same version of the mod itself and any dependencies installed. If either player has loose mod files (ufo, hpi, sdz, whatever, it doesn't matter) installed in the main Spring directory, though, it does seem to cause sync errors from what I understand.
Wingflier
Posts: 130
Joined: 22 Apr 2005, 06:21

Post by Wingflier »

There are already 3 or 4 new races. I'd say if you were actually serious about using a 3rd race, just use one that has already been created.

It would be a simple matter of importing all the units from OTA to Spring and then balancing them (good luck.) Besides, this is much easier than trying to create a whole race by yourself from the very beginning.

Baby steps in this business. You could even add the third race and then once you've gotten some experience add a FOURTH race (that you created).

Probably the best 3rd party race is The Lost Legacy. http://www.planetannihilation.com/tll

Good luck.

Wing
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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Post by Noruas »

but the client doesn't support more custom input from mod files as to how many races are in the game and what thier icons are/what they are called,
why cant it use a white black outlined box with a red question mark inside symbolizing a missing icon for a race in the client and when it reloads it can read the mod file and if an icon is present than use the icon, but if there is no icon, why not have just use a default for the missing rather than crashing, errors, or arm, core duplication sign confusion and so on?
duffus
Posts: 30
Joined: 24 Aug 2004, 07:37

Post by duffus »

Why have icons???

Can a GUI be made that can see different races by the commander of each side and pick up the name from the ufo or what ever unit file there is??
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Alternately

Post by Pxtl »

This could be done through script. The players could select their faction after they enter the game... for example, they spawn with a root unit which contains a build menu, and the unit that is built in that menu is built instantly, after which the root unit self-destructs. AFAIK, there was a mod that worked similar to that, but with the root construction facility jamming after construction instead of self-D (which , imho, is a less elegant solution). Plus, with script, you could make the starting layout more complicated than simply "one commander".
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Re: Alternately

Post by FizWizz »

Pxtl wrote:This could be done through script. The players could select their faction after they enter the game... for example, they spawn with a root unit which contains a build menu, and the unit that is built in that menu is built instantly, after which the root unit self-destructs. AFAIK, there was a mod that worked similar to that, but with the root construction facility jamming after construction instead of self-D (which , imho, is a less elegant solution). Plus, with script, you could make the starting layout more complicated than simply "one commander".
You might be thinking about the Warpgate mutators for TA:mutation. depending on the particular mutator used, you could have 1 or 2 Commanders (picked in game), either spawned nearby the warpgate or wherever you want on the map, and there were also variations in starting resources too.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

I was thinking it would be awsome to have the option to spawn a pre-defined base and instead of a commander... could be a cool way to do it...
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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Would just need to be able to define custom scripts either in the mod file or TASClient besides "Commanders". You could then, for instance, start out with a bunch of solars, etc... whatever you want.
BadMan
Posts: 146
Joined: 07 Oct 2005, 03:05

Post by BadMan »

RUMAD was pretty cool too. For those of you who play starcrap, they are like the toss.

Made by those Mad TA ppl. http://www.planetannihilation.com/madta

The site seems down tho....herm...
duffus
Posts: 30
Joined: 24 Aug 2004, 07:37

Post by duffus »

You might be thinking about the Warpgate mutators for TA:mutation. depending on the particular mutator used, you could have 1 or 2 Commanders (picked in game), either spawned nearby the warpgate or wherever you want on the map, and there were also variations in starting resources too.

is there anyway to use Warpgate mutators in TA Spring.
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

uhm... not really... but something similar could be set up I'm sure... oh wait... they are called mods...
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