Stage one: No effect, detectable by protoss Stage two: mining fatigue, weakness, slower-speed (only slightly though) stage three: mining fatigue 3, weakness 3, far slower-speed, Hunger, detectable by terrans stage four: Mining efficiency 1, strength 1, swiftness 1, hunger 2 stage five: Mining efficiency 2, strength 2, swiftness 2, night-vision, hunger 3 stage six: As mentioned before, but with hunger 4. You will not be able to spend much time off the creep, and if you have pissed off the swarm, perhaps you could consume zerg-biomass to prolong your life, but would only recieve +1 hunger at most.
As for the vaccine, perhaps you could only construct the researcher unit from Protoss scrap, making their drones, and especially their dragoons prime targets. The scrap should only be stackable up to 3
Also, the gauss rifle clips should also be stackable up to 4. They are not very big mind you.
I'd prefer if our Character's had their own skins.. because the skin thats provided, rather the model is very ugly. until this mod gets further in i wont install it no more.. i got rather bored of it. i did like how the creep kinda grew, tho it being very very very hard to break.. is not much fun. when you need to go mining. and such.
With all these wonderful suggestions, I'm going to rework the zerg infestation mechanic quite thoroughly. Projected completion time of zerg drone/infestation mechanic, hydralisks, and crafting system (may revert temporarily to crafting table, my custom GUI is buggy): 1-2 weeks.
Sorry it's so long, but Chem, Physics, and Pre-Calc don't leave much room for mod development time.
I'd prefer if our Character's had their own skins.. because the skin thats provided, rather the model is very ugly. until this mod gets further in i wont install it no more.. i got rather bored of it. i did like how the creep kinda grew, tho it being very very very hard to break.. is not much fun. when you need to go mining. and such.
Sorry about the model. It was a WIP marine model that had yet to be stitched together, but I had to release a bug fix and it got dragged along in the fix by accident.
VOTE: Who wants to have their own skin, and who wants a (completed and good-looking) marine model?
...you can have your own skin. When i played my skin was used. It looked like an utter-mishmass of light-blue and dirty blond, but it worked. I say that you should include in the op instructions as how to make your custom skin, and include the default skin to replace the steve-skin and give the skin in the download. Who agrees with me?
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Founder, Leadership Organizer, Original Leader, and Occasional Diplomat of P.A.E.C.T
WHAT!!!!!!!!!!!!!!!!!!!! hold on lemmie go have a heart attack
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...
...
anyways forge is a collection of APIs that aim at not moddifing minecraft's base class files, alot of popular mods like redpower2 buildcraft IC2 and a boat load of others use a a dependency
Upon further testing, i have found that the current weapon reload system is far too infificent. A marine should not have to take a gap more than 4 or 5 seconds to reload their ammunition. It could be improved by making a specific key reload the gun, by deleting a clip, if available and restoring the durability. Oh, and furthermore, shouldn't the player be a ghost, rather than just a generic marine?
Marines are not all that special in SC. A ghost might plausibly survive long enough to set up a bunker to withstand the swarm long enough for back-up to arrive, and a ghost is also valuable enough that they wouldn't just be left to die on that planet. The only real difference would be that the start-gun would be a scoped assault rifle, would have functional range of about 40 blocks before noticeable drop off, and a zoom key. Allowing the player to be a ghost at the start would by-pass the immediate need to make the player model that of a marine, and would give the option of different ghost-armor upgrades (such higher DR, a shield unit (would have to be researched from protoss scrap), a better energy generator, increasing the recharge rate of shields and invisiblitiy, invisibility, amplified speed, so on.). Oh and do you plan on including vespene gas or minerals?
Rollback Post to RevisionRollBack
Founder, Leadership Organizer, Original Leader, and Occasional Diplomat of P.A.E.C.T
Upon further testing, i have found that the current weapon reload system is far too infificent. A marine should not have to take a gap more than 4 or 5 seconds to reload their ammunition. It could be improved by making a specific key reload the gun, by deleting a clip, if available and restoring the durability. Oh, and furthermore, shouldn't the player be a ghost, rather than just a generic marine?
Marines are not all that special in SC. A ghost might plausibly survive long enough to set up a bunker to withstand the swarm long enough for back-up to arrive, and a ghost is also valuable enough that they wouldn't just be left to die on that planet. The only real difference would be that the start-gun would be a scoped assault rifle, would have functional range of about 40 blocks before noticeable drop off, and a zoom key. Allowing the player to be a ghost at the start would by-pass the immediate need to make the player model that of a marine, and would give the option of different ghost-armor upgrades (such higher DR, a shield unit (would have to be researched from protoss scrap), a better energy generator, increasing the recharge rate of shields and invisiblitiy, invisibility, amplified speed, so on.). Oh and do you plan on including vespene gas or minerals?
Weapon reload is meant to prevent you from going full auto, and give the marines that weakness. As for ghosts, you will be able to obtain ghost armor and equipment, but not to start. Vesper gas and minerals are planned, yes.
When i say the player should start out as ghost, i say that not that the player should get ghost armor (ghosts are very little armor as it is anyways), but rather that the player should start out with either implant slots, or basic implants, which can only be removed or added at a auto-medical station. The player should start out with no armor of any type. Also, to Balance the reload system, how about after hitting the reload system, you can't fire for 2 seconds. That gives zerg enough time to close the gap between the player and them , making them a real threat.
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Founder, Leadership Organizer, Original Leader, and Occasional Diplomat of P.A.E.C.T
You don't know what Forge is Stepeffect? BAM!! http://www.minecraftforum.net/topic/514000-api-minecraft-forge/ Link's right there! As for how to integrate your mod into it? I have no idea. But from what I have noticed, Mod Loader hasn't been working on recent versions of Minecraft. It tends to crash the game sometimes.
You don't know what Forge is Stepeffect? BAM!! http://www.minecraftforum.net/topic/514000-api-minecraft-forge/ Link's right there! As for how to integrate your mod into it? I have no idea. But from what I have noticed, Mod Loader hasn't been working on recent versions of Minecraft. It tends to crash the game sometimes.
I'll definitely stick with mod loader until Mojang releases their version of a modding API. If that's good enough I may recode this to switch to that, and there's no point switching to forge just to switch to the Mojang API right after.
When i say the player should start out as ghost, i say that not that the player should get ghost armor (ghosts are very little armor as it is anyways), but rather that the player should start out with either implant slots, or basic implants, which can only be removed or added at a auto-medical station. The player should start out with no armor of any type. Also, to Balance the reload system, how about after hitting the reload system, you can't fire for 2 seconds. That gives zerg enough time to close the gap between the player and them , making them a real threat.
We shall see. For now I'm happy with the fumbling you have to do to hastily reload.
As you can see from the drop-pod, terran structures are made of well, structural components such as neosteel and plating blocks. Zerg structures are planned to be entities, hence the organic nature of Zerg structures, but that might change if it causes too many problems with lag and "despawning buildings."
For the basic marine supplies, may i suggest that you combine the ammo crate and the gun crate into one basic marine kit.
In this kit i suggest that there be:
10 MREs (stackable in 2s) which restore 5 hunger each time they are consumed
1 Gauss Rifle
20 clips of ammunition (stackable in 4s)
1 full set of marine powerarmor
Tent supplies (a tent should be an entity that is a tiny room with a built in bed, and doesn't let rain through. It should also give off a light level of 3 externally, and have an internal light level of 8)
1 distress beacon (a large entity that when placed draws the attention of the Terran, the Zerg, and the Protoss. after 3 in-game days, a pod with a few SCVs should land near the beacon, and start flattening the land for a base, and also build a bunker that they sleep in at night. When enough space is cleared the Terran command center will land at the flattened ground, and out pops 5 other marines. Be warned though, the beacon will attract the Zerg (or the Protoss if you pissed them off) to try and wipe out the beacon, so you will have to defend it for 3 days with only 20 clips of ammo.) The distress beacon is more meant for way later in the mod development, i just thought i would suggest it now.
What do you think?
Rollback Post to RevisionRollBack
Founder, Leadership Organizer, Original Leader, and Occasional Diplomat of P.A.E.C.T
For the basic marine supplies, may i suggest that you combine the ammo crate and the gun crate into one basic marine kit.
In this kit i suggest that there be:
10 MREs (stackable in 2s) which restore 5 hunger each time they are consumed
1 Gauss Rifle
20 clips of ammunition (stackable in 4s)
1 full set of marine powerarmor
Tent supplies (a tent should be an entity that is a tiny room with a built in bed, and doesn't let rain through. It should also give off a light level of 3 externally, and have an internal light level of 8)
1 distress beacon (a large entity that when placed draws the attention of the Terran, the Zerg, and the Protoss. after 3 in-game days, a pod with a few SCVs should land near the beacon, and start flattening the land for a base, and also build a bunker that they sleep in at night. When enough space is cleared the Terran command center will land at the flattened ground, and out pops 5 other marines. Be warned though, the beacon will attract the Zerg (or the Protoss if you pissed them off) to try and wipe out the beacon, so you will have to defend it for 3 days with only 20 clips of ammo.) The distress beacon is more meant for way later in the mod development, i just thought i would suggest it now.
What do you think?
I meant already to have one single supply crate. Unfortunately, the crate refused to carry more than one variation of item. I'll keep trying. For the tent, it's a nice idea, but an entity probably wouldn't work since there would be collision. Something similar to the distress beacon was planned. And as for armor, I've been trying to get your player model to change every time you switch armor, but I have yet to find a way. (Notch just had a sneaky texture trick where you wear an invisible skin when not "wearing" vanilla armor)
Well, keep in mind that you don't necessarily have to put the items in a box that has to be broken, You can put them in a retextured, chest.
A box doesn't necessarily have to be something that permanently is destroyed. Conceivable you could put things back into it.
I suggested that tent be an entity, as until you work out how to make zerg able to break through blocks, they wouldn't be able to tear through a thin sheet of wool. Also, you might want to take a look at the code for minecart and the boat for the collision script. It seems to work well enough for them.
For the time being, why not just treat power armor like normal armor. You can always just come back to it.
Rollback Post to RevisionRollBack
Founder, Leadership Organizer, Original Leader, and Occasional Diplomat of P.A.E.C.T
Well, keep in mind that you don't necessarily have to put the items in a box that has to be broken, You can put them in a retextured, chest.
A box doesn't necessarily have to be something that permanently is destroyed. Conceivable you could put things back into it.
I suggested that tent be an entity, as until you work out how to make zerg able to break through blocks, they wouldn't be able to tear through a thin sheet of wool. Also, you might want to take a look at the code for minecart and the boat for the collision script. It seems to work well enough for them.
For the time being, why not just treat power armor like normal armor. You can always just come back to it.
So you mean a tent you right click to go inside? I was thinking more of an actual tent you can move around inside.
The post looks quite... messed up. But it's looking good. No chance of Forge though?
If you wish to design a better OP for me, that would be appreciated. As a dev I'm not used to making my text look pretty, just functional, so I'm not very good at designing forum posts.
As for Forge...at least not until Mojang releases their API, then I'll look at both and see which one I might want to move all my code to. (It's quite a pain to switch APIs)
Much better
With all these wonderful suggestions, I'm going to rework the zerg infestation mechanic quite thoroughly. Projected completion time of zerg drone/infestation mechanic, hydralisks, and crafting system (may revert temporarily to crafting table, my custom GUI is buggy): 1-2 weeks.
Sorry it's so long, but Chem, Physics, and Pre-Calc don't leave much room for mod development time.
Sorry about the model. It was a WIP marine model that had yet to be stitched together, but I had to release a bug fix and it got dragged along in the fix by accident.
VOTE: Who wants to have their own skin, and who wants a (completed and good-looking) marine model?
Leadership Organizer, Original Leader,and Occasional Diplomatof P.A.E.C.TWHAT!!!!!!!!!!!!!!!!!!!! hold on lemmie go have a heart attack
...
...
...
anyways forge is a collection of APIs that aim at not moddifing minecraft's base class files, alot of popular mods like redpower2 buildcraft IC2 and a boat load of others use a a dependency
the website for it is here
Marines are not all that special in SC. A ghost might plausibly survive long enough to set up a bunker to withstand the swarm long enough for back-up to arrive, and a ghost is also valuable enough that they wouldn't just be left to die on that planet. The only real difference would be that the start-gun would be a scoped assault rifle, would have functional range of about 40 blocks before noticeable drop off, and a zoom key. Allowing the player to be a ghost at the start would by-pass the immediate need to make the player model that of a marine, and would give the option of different ghost-armor upgrades (such higher DR, a shield unit (would have to be researched from protoss scrap), a better energy generator, increasing the recharge rate of shields and invisiblitiy, invisibility, amplified speed, so on.). Oh and do you plan on including vespene gas or minerals?
Leadership Organizer, Original Leader,and Occasional Diplomatof P.A.E.C.TWeapon reload is meant to prevent you from going full auto, and give the marines that weakness. As for ghosts, you will be able to obtain ghost armor and equipment, but not to start. Vesper gas and minerals are planned, yes.
Leadership Organizer, Original Leader,and Occasional Diplomatof P.A.E.C.TI'll definitely stick with mod loader until Mojang releases their version of a modding API. If that's good enough I may recode this to switch to that, and there's no point switching to forge just to switch to the Mojang API right after.
We shall see. For now I'm happy with the fumbling you have to do to hastily reload.
Leadership Organizer, Original Leader,and Occasional Diplomatof P.A.E.C.TAs you can see from the drop-pod, terran structures are made of well, structural components such as neosteel and plating blocks. Zerg structures are planned to be entities, hence the organic nature of Zerg structures, but that might change if it causes too many problems with lag and "despawning buildings."
Leadership Organizer, Original Leader,and Occasional Diplomatof P.A.E.C.TTrue. That could be done.
Thank you! <3 I try.
In this kit i suggest that there be:
- 10 MREs (stackable in 2s) which restore 5 hunger each time they are consumed
- 1 Gauss Rifle
- 20 clips of ammunition (stackable in 4s)
- 1 full set of marine powerarmor
- Tent supplies (a tent should be an entity that is a tiny room with a built in bed, and doesn't let rain through. It should also give off a light level of 3 externally, and have an internal light level of 8)
- 1 distress beacon (a large entity that when placed draws the attention of the Terran, the Zerg, and the Protoss. after 3 in-game days, a pod with a few SCVs should land near the beacon, and start flattening the land for a base, and also build a bunker that they sleep in at night. When enough space is cleared the Terran command center will land at the flattened ground, and out pops 5 other marines. Be warned though, the beacon will attract the Zerg (or the Protoss if you pissed them off) to try and wipe out the beacon, so you will have to defend it for 3 days with only 20 clips of ammo.) The distress beacon is more meant for way later in the mod development, i just thought i would suggest it now.
What do you think?Leadership Organizer, Original Leader,and Occasional Diplomatof P.A.E.C.TI meant already to have one single supply crate. Unfortunately, the crate refused to carry more than one variation of item. I'll keep trying. For the tent, it's a nice idea, but an entity probably wouldn't work since there would be collision. Something similar to the distress beacon was planned. And as for armor, I've been trying to get your player model to change every time you switch armor, but I have yet to find a way. (Notch just had a sneaky texture trick where you wear an invisible skin when not "wearing" vanilla armor)
A box doesn't necessarily have to be something that permanently is destroyed. Conceivable you could put things back into it.
I suggested that tent be an entity, as until you work out how to make zerg able to break through blocks, they wouldn't be able to tear through a thin sheet of wool. Also, you might want to take a look at the code for minecart and the boat for the collision script. It seems to work well enough for them.
For the time being, why not just treat power armor like normal armor. You can always just come back to it.
Leadership Organizer, Original Leader,and Occasional Diplomatof P.A.E.C.TSo you mean a tent you right click to go inside? I was thinking more of an actual tent you can move around inside.
If you wish to design a better OP for me, that would be appreciated. As a dev I'm not used to making my text look pretty, just functional, so I'm not very good at designing forum posts.
As for Forge...at least not until Mojang releases their API, then I'll look at both and see which one I might want to move all my code to. (It's quite a pain to switch APIs)