Modding is a process
Development, Contact, References, the whole design RIGHT here!
Published on January 15, 2008 By Zyxpsilon In Modding

 

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FLASH NEWS BAR:

Read post #44... the last 'status' update before release of version 06-A!!


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This will be the *ONLY* thread where those interested by anything about X-Worlds will find my latest development stuff and most recent comments.

Since i feel the next version (05-D) will probably be a thorough step forward into much more features, it's time for a quick rundown over the issues at hand;

- This task is progressing smoothly and i seriously believe the whole package should provide you all with an extensive set of graphics, gameplay modifications & a huge amount of FUN.
- Promoting this mod, is obviously a good reason to use the bandwidth and you'll get what you came here for!

- So, as of today (again!)... i have decided to share the temporary "TitleBack.png' file.

----

----

If you want to comment, observe, report, ask something about any subjects, feel free to drop a post in here & i'll try to cope with the conversation(s).
And, i'll do my very best to answer your needs while maintaining this thread during the weeks & months ahead.

In the meantime, i'm working on all of that extra stuff mentioned in the zip/readme.
Which is to say or repeat -- ENJOY!


- Zyxpsilon.


Comments (Page 4)
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on Mar 29, 2009

https://forums.galciv2.com/344455/page/1/#2117860

Some recent news about current development status can be found into the above link!

on Apr 06, 2009

Kryo,

Please refer to this should you need further details.

Seriously man, i didn't realize formal permissions must be obtained to use some of other people's "work" partly or not, although i clearly hand over credits in my readme files as usual.

But, there's a slight problem... GeneralPants could & cannot be reached, PM'ed or otherwise! Jpinard@gmail.com never replied. MrKorx's fleeting method i got (or earned, btw) from doing a tricky PIs mod & Logo for his Asa of Iggdrasil custom race and actively helping with his current IDE beta. AggieJohn's guidance came in handy. LogicSequence never replied to a key post of mine months ago but that's a different story, i did or had to figure out how to do my own planetary TCS & PD xmls (DA & TA) from clear hints or absolute truth found somewhere - namely these Forums.

Mythos or Microprose modelers & artists couldn't be contacted either except for a HUGELY lucky conversation with Drew Northcott himself at StrategyCore.uk while Tim White wished me the best in finding the Dat tapes backup of Apocalypse Alias Wavefront models or better yet, Greg Shill.

Even if i took great liberty in extending (or adapting, reducing, fiddling) your own KHSM, i have to admit my Thumbnails series (some of it available here) gives an entirely new meaning to the shipyard also. In particular, many fake structures were inserted (again, inspired by principles used by other modders), extensive recoloring of many texture files HAD to be matched for specific XW ships features, plenty of which already distributed in the library by others.

 

So, before i step even deeper into creating (and continuing) 10 fleets for 36 Races, do you want to type an official, valid and definitive permission here for my stuff? Based on the upcoming XW-06A versions once submitted or after verification of contents?

 

(PS; Could you also give me some answers for any of these four posts...

1) Reply #34 here; https://forums.galciv2.com/334967/page/2

2) Reply #65 here; https://forums.galciv2.com/170646/page/3

3) Reply #3 here; https://forums.galciv2.com/339269

4) Reply #34 here; https://forums.galciv2.com/333777/page/2

since, Carielf hasn't?)

 

I'm holding final release of X-Worlds 06-A until you reply - as warned about.

 

on Apr 06, 2009

I would also like to include a copy of KHSM with my as-of-yet-nowhere-near-finished Metroid mod. Any possibility of a formal permission when the thing is farther along?

on Apr 06, 2009

Dunno, Scoutdog... maybe you can start a new thread like (Metroid-Nearly unfinished) where you might get much more attention at your own modding stuff than i barely get here.

Btw, have you downloaded and played with X-Worlds 05-F and if so, any suggestions for what you'd like added to it?

Cuz, the release features cut of 06-A is coming very fast and since, Elemental beta may switch my interests away from GC2 for a few months.

on Apr 06, 2009

True, I would probably get more people to notice my project, but I would rather get attention when it's nearly done than jump the gun and then have the thing fail spectacularly. Also, there's an 05-F? Will be checking the Library immediately.

on Apr 07, 2009

Sadly people, after a clear PM from Kryo...

The X-Worlds(S_09-A) file worth of ships & fleets work i did over the last six months of extensive shipyard tasks is, how should i put it politely, rejected before it is even zipped to go in the Library. No thanks to some StarTrek freak who went the Rapidshare ways and is being sought after by SD for illegal distribution of models & other's work. Makes sense, it's fairplay. I DO agree.

But i also write Readmes in zips. Read them. It might help you understand.

 

Lemme explain, in public right here for all to witness, cuz i think it matters much if only for creativity freedoms;

-- You'd need to download his preciously exclusive KHSM, some of General Pants jewels, and a few more important items found in the Library - approved, there for all to get and use.

-- Make HUGELY complex modifications to both set of files all by yourselves without knowing exactly what to do to make my ships compatible with the currently valid & various xmls distributed in perfectly legal versions of this game.

-- Alter a batch file enough to use only the Tiny Fake hulls.

-- Put a bunch of alternate models in the proper GFX folder along with a bunch of re-textured materials greyed and edited so far that it all redefines the appearance of MY stuff.

-- Re-create the entire Styles from scratch since mines would most probably become incompatible. But, you wouldn't have any, right?

-- Cross fingers everything works as expected and promise me you'd never ever add comments into this thread claiming XW_Ships is bugged because i wouldn't be RESPONSIBLE for this mess.

-- Then somehow after a few weeks of acrobatics, play with 39 different FlagShips. ThunderBirds-12345, genuine Shado UFOs. Alien & Human Core ships. Saucers from Apocalypse. Send an AFRonin Retaliator to a Radio-Active extreme planets to complete a task rather than win...

-- or not.

 

But, wait there's some hope yet still for those of us who believe X-Com can roam in space freely as much as all other fleets currently available. Remember MrKorx Asa?

I will zip it all for him to approve or not. This week.

I'll switch gears towards I-Mod-Productions and its MMV -- if i must.

Permissions granted to follow me.

on Apr 16, 2009


Version 06-A and its sister files (Movies & Planets & Fleets) have been uploaded exclusively at I-Mod-Productions.com...

Let's call this version the "Library inacessible period (since January, i guess) when SD staff priorities turned into GPG's DemiGod release & Elemental War of Magic beta plans..." obstacles.

****

Current changes or/and adding...


1- An introductory set of Ships, Fleets, Styles for some of the 39 Races.

2- Terrain color schemes, planet descriptions and a very nearly complete Extremes framework (Including the activated Ultimate Colonization feature) for those. Adaptative system for RAW height-maps and their tricky but -- much more -- complex surfaces.

3- As hinted about in version 05-F; a TechTree with a number of entirely new paths & task conditions (Three Super-Projects DONE and two more added just for kicks!) which can be described as 'Alternate Victories'.

4- Enhanced Espionage components & ships, a SpyBase, a new "Dimensional Jumper" engine, some weird Defensive components (inspired by TA stuff), real X-Com Weapons Tech nodes while renaming components accordingly, miscellaneous corrections to Tech values & data, etc.

5- Tanks & Grenades(6), Subs & Explosives(6)... now ready for action. Almost indirect Invasion Tactics in fact since they depend on specific modules under development!

6- The essentials are now partially compatible with TotA. Soooo, please follow the provided installation instructions in the "_TwilightCompatibles" folder.

7- Thumbnails; short of having a specific tag line in the shipyard to identify selected components, you now have Supports, Sensors, Engines, AdvTroops (i certainly never could tell them apart when upgrading a Transport, did you?), Defenses & eventually the remaining Weapons - too.

8- Other items in the Bonus & _RaceConfig(s) & _WhatNext folders, you'll see!


What Next?

A) Missing ships.
B-- Six more XW_Terrain Coloring Schemes.
C) Events & AbilityBonuses modifications.
D) Repair Crews, You've got Trade Goods task, Mega Primus puzzle, Alien Origins, etc.
E) GTeChnos; Backlogged to Alpha status in Delphi code, pre-compiled but lacking parser for *final* SD_xmls constantly variable content(s).
F) DraGCer; Indirectly movable to MrKorx's IDE features, eventually!

Play, and note that a redux version of the Thumbnails can be found at Drengin's GalCiv2Guide.com.

Feedback & comments, requests are most welcomed below.

on May 16, 2009

Here are the actual Library links for this mod;

XWorlds... http://library.galciv2.com/index.aspx?m=748

XW-Planets... http://library.galciv2.com/index.aspx?m=765

XW-Movies... http://library.galciv2.com/index.aspx?m=764

and, eventually pending the upload routine gets fixed by SD staff or GunslingerBara and approved by Kryo...

XW-Ships.

on Sep 01, 2009

The ThumbNails_Series file has just been updated with the missing weapons...

Only two simple ways to get it;

1) At GalCiv2Guide.com in this thread.

2) If you aren't members of Drengin's forums here.

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