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 Post subject: BigFightforBeef (multimod)
PostPosted: Mon 09 Jul, 2012 7:13 pm 
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Gyro
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Joined: Fri 06 Jul, 2012 2:36 pm
Posts: 102
Each mod is created by its respective owner and all credit pertaining to the features of the mod goes to that owner.

FightforUniverse by WarStalkeR

BigBeef by GTX2GvO

This brings us to our next point>>>>>
BigFightforBeef is a multimod, this means that it contains all features
from both FightforUniverse and BigBeef. This includes but is not limited to:

Improved Mothership
Master Dredge Base
Grinder Base
More and larger hangers with chapter based progression
Linkpoint Overhaul (tiny ships)
Blueprint cost reduction (tinyships)
3 times cargo (shortbus)
Custom Components from FightfortheUniverse
IDF ships from FightfortheUniverse
Improved and tweaked research parameters
Damage types and resistances
And much much more!

Refer to each mod above for more detailed information
and the smaller tweaks to the game.

Also i would like to thank each mod creator for all their work,
without them i wouldn't have had all the extra enjoyment
i did with SPAZ (not that the game isn't enjoyable alone)

________________________________________________________________________________________________________________
UPDATE LOG:

BUILDS:

BUILD 1: | Click to toggle: +
Due to much negative feedback on FFU i have temporarily removed the 10X
hull health-points due to hull damage modifier not working correctly. It will be returned
to normal once it is fixed by FFU owner.

--------------------------------------------------------------------------------------------------------------------------------
BUILD 2: | Click to toggle: +
Added BigBeef's newest update :
small ships link point overhaul
small ship black box reductions.
increased the cargo size of the hatchet.

Also added a new custom title screen.
Special thanks to GTX2GvO for making it! (Really i love it man!)

--------------------------------------------------------------------------------------------------------------------------------
BUILD 3: | Click to toggle: +
Enabled tech progression to all custom components
besides turrets due to them being too numerous, i will
rework them into categories pertaining to each turret
in next patch, for example missile turret will be in missile
progression tree.

--------------------------------------------------------------------------------------------------------------------------------
BUILD 4: | Click to toggle: +
Updated title screen for consistency.
Turret Tech progression added.

NOTE: Had to add fixed turrets to initially unlocked
to make room for other components in research tree.
Some research trees optimized to make more sense.
Several bug fixes.

--------------------------------------------------------------------------------------------------------------------------------
BUILD 5: | Click to toggle: +
Largest update yet :D!

BigBeef's latest update, Medium Ship link point overhaul.

Mothership upgraded to feel like a "base", no longer is it a sorry
excuse for a home.
Heavy Armor >>>>>>Biotrinium Armor
Fortress Shield>>>>>>Phased Shield
Overcharged Reactor>>>>>>Einsof Reactor
HugeTriTurret>>>>>>Improved Quad turret
Made Dyson-2 (Endgame Clockwork) effectively
stronger than Clockwork 2 by giving it particle cannons.

Made Quad turret effectively an upgrade by changing
its 4 large mounts into 4 huge mounts. This means
it now deals an effective 400% damage, from the previous
264% damage. This was done because the triple efficiency
turret deals 300% effective damage making the quad a downgrade
in both range and firepower. (Increased cost to compensate).

Fixed folder to match new name (BigFightforBeef)
Fixed launcher to view mod as BigFightforBeef

More bug fixes (I think were established as arch enemies now >_<)

--------------------------------------------------------------------------------------------------------------------------------
BUILD 5.1: | Click to toggle: +
Fixed components in hanger to show correct research requirements data.

Fixed several bugs

--------------------------------------------------------------------------------------------------------------------------------
BUILD 6 ALPHA: | Click to toggle: +
This means the patch is subject to change.
This DOES NOT mean the patch is incomplete, however it may need balancing.

Description: This patch's purpose is to leave early game unaffected
while making late game much harder.

All advanced ship designs buffed with FFU Components.

Zombie ships tweaked to have much more damage output.

Critter shield damage is on 3x multiplier to compensate for FFU's shielding,
this means that there is a higher overall infection chance.

Bosses buffed, they are now very intimidating. This includes the first zombie
encounter, Jamison, and the zombie mothership.

Research progression issues fixed, you will no longer see a higher tech item
appear before the lower tech counter part when starting a game. Also
some components such as the utility turret have been moved lower in
the research tree as they were unreasonably high.

Payload Turret added to game, this converts a turret slot to a mine, turret launcher,
or mass bomb slot.

Vanilla Double and Triple turrets removed, this was done to make more room in turret tree, and
because they are sub par compared to FFU counterparts.

Fixed turret re added to tech progression.

Bigbeef's large ship link-point overhaul added.

Very large amount of bug fixes.

Feedback on balance is very appreciated,
After all what sense is an alpha release if it doesn't
get any feedback.

NOTE: Insane is now insane as intended, do not
try this difficulty with this patch unless you are
crazy. If your looking for a challenge try expert.

--------------------------------------------------------------------------------------------------------------------------------
Build 7: | Click to toggle: +
(Yes this update is humongously large)

Armor Revamp:

Reworked Polysilicate Armor.

New description: A sturdy metal that does litte to protect against the elements.
However hard it may be to break, corrosion, heat, and impacts easily jar through it,
harming whatever is inside.

New Stats:
High armor strength
Low resistances

Reworked Nanometric Armor.

New description: Armor made up of various nanomachines that are able to instantly
respond to any attack effectively giving great resistance. However,
due to the fragility of these bots, the stability of the armor wears
away after a short time.

New Stats:
Extremely Low armor strength
Extremely high resistances

General Armor Reworking:

Generally early game armors were buffed and late game armors
were nerfed. An exceptional example of this would be Biotrinium
armor which has been toned down quite a bit, while still keeping
its superiority over the other armors.

Shield Revamp:

Phased Shield was significantly buffed to be in line with
other tier 10 counter parts Biotrinium armor and MPT screen
while still remaining balanced. (Similar stats to nerfed Biotrinium).

General Shield reworking:

Generally shields were buffed, and late game shields have increased
Biological resistance as zombies are more common. Also made all shields
more susceptible to energy damage to give back that Vanilla energy weakness
feel. Beforehand shields were not susceptible to any particular damage. Progression
is now more obvious, no longer will you feel like you downgraded when getting a
supposedly superior shield.

Cloak Revamp

MPT Screen nerfed similarly to Biotrinium Armor, maintains
superiority to other Cloaks while being balanced.

General Cloak Reworking:

Cloaks shifted more towards stealth and less towards
raw strength, progression made much more obvious than
previously, once again you won't feel like downgrading when
getting a higher tiered cloak.

Weapon Revamp:

Particle Cannon changed to use Projectile Damage.

Increased Fusion Beams energy cost and changed it
to use Energy Damage.

NOTE: The rest of the weapon revamp is still in progress
and will be released in build 0.8.

Resistance Revamp:

Many FFU resistances were removed or reworked to
feel less cluttered, corresponding resistances are as followed:

Explosive = Explosive resistance (Obviously)
Projectile = Particle resistance
Energy = Energy resistance (Obviously)
Ion and Leech = Siphon resistance
Corrosive = Chemical resistance
Zombify = Biological resistance

FFU patch 0.72 added.
Notes on modifications to FFU files:

Research Progression:

Maintained BFfB original progression system while tweaking
FFU's new item progression.

The repair and cargo expansion modules were moved to hull research
and given progression based costs and rarities.

Surplus Scanners and Tractors were removed from the game and replaced
with military grade Scanners and Tractors, they are now available from the
start of game. This was done to make more room, as the utility turrets are
still located in the Subsystem tree as do all other turrets remain in their
respective tree.

Explosions:

Explosions are not currently including due to a personal reasons,
however if the community shows support for the Explosions and
wants then included an optional Explosion version of the patch
will be implemented.

Other: Of course all the new FFU components and images have been added.

Mothership Chapter Based Progression:

Clockwork 1
Shield: Solid State
Armor: Zotium
Reactor: Inertia

Clockwork 2
Shield: Lambda
Armor: Segmental
Reactor: Solar Furnace

Dyson 2 (Chap 4 clockwork)
Shield: Phased
Armor: Biotrinium
Reactor: Einsof

These changes were made because the clockwork was too
overpowered during the early stages of the game while being
too weak at the end, therefore the solution would be to make
it become stronger as the game progresses.

Bug Fixes:

Yes...i finally got my lazy ass up and fixed
all those bugs being reported on the forums,
however this does not guarantee the patch
is bug free. If you find any bugs please report
them.

Grammar Fixes:

You can thank OOZ662 for going back through the component
datablocks and fixing many of the grammatical errors present
in FFU's tool-tips. Of Course Warstalker is not to blame as english
isn't his primary language.

Also you can thank Joe Shmo for the cloak portion of the revamp,
i asked him to do it for me because quite frankly i know shit about
cloaks.

-------------------------------------------------------------------------------------------------------------------------------
Build 8: | Click to toggle: +
Mothership Linkpoint changes from latest version of BigBeef:

-The clock work now gets much more firepower as it progresses through the story.

BigBeef Personal Asteroid:

-There is now a 30% chance that an asteroid will spawn near your Mothership when warping back to it.

Pickups now drop in larger quantities and last longer:

-Big Beef included the change that doubled the value of Rez and Data from pickups.
-Rez, Data, and goons now last 5 minutes.

Preventative accidental rez destruction system:

-Rez now has a slightly higher maxhealth to decrease the chance that you will accidently destroy them.
-Exploding Wisp have been removed for your convenience

Big Beef Storage Increase:

-Big Beef drastically increase rez storage throughout Clockwork progression, by chapter 4 your clockwork will
be able to hold up to 200k rez.

BigBeef Tech Points per level increased:

-Big Beef changed the Tech Points on level up from 3 to 5.

Tool tip changes:

-Preliminary tooltip changes to Tractors, Reactors, Point Defense, and Scanners.

Hull and Crew default increased:

-Hull and Crew default capacities for ships was increased 50% to reflect the increase in resource acquisition and storage caps.

Partial Crew Weapon Revamp

-Kamikaze and Grunt Shuttles provide twice the amount of "goon size" when attacking ships.

--------------------------------------------------------------------------------------------------------------------------------
PATCHES:

Patch 1: | Click to toggle: +
Concentrated Void Emitter:

Description: Using the latest in space rift technology, this beam creates a blackhole at the source
and redefines its parameters into a straight line using the dimensional theorom, therefore causing
destruction at a sub-atomic level and wiping out anything in its path out of existence.

Image

Stats Image

Damage: Its damage is 3/5 that of the motherships first titan beam.

Range: Its range is 40% of the motherships first titan beam, this is still really huge as it originally ran
3 screens worth.

Power Cost: Huge power cost, higher than any other beam in the game. (Excluding Titan)

Cooldown: Moderately high, about 40% of titan beams cooldown.

Duration: 90% of titan beam

Requirements:

-Requires tech level of 10 in Beams

-Rare chance for blueprint to be found at science station

-Requires Huge mount

_____________________________________________________________________________________________________________
CURRENT DOWNLOADS:

Latest Build: (In this case a build is just a large group of updates!)

Build 8 (THIS IS THE LATEST BUILD)
Enjoy!
NOTE: YOU MUST HAVE THE LATEST BUILD TO INSTALL PATCHES

--------------------------------------------------------------------------------------------------------------------------------

Latest Patch: (In this case a patch is just a small update!)

Patch 1

NOTE: To Install a patch you must copy and paste the folder on top of your current build.
Then merge all files. You then need to clear your CS files (Use .bat found in mod directory), and in some cases start a fresh save.

Please let me know of any bugs you find!!!

--------------------------------------------------------------------------------------------------------------------------------
PAST BUILD DOWNLOADS:

Past Builds | Click to toggle: +
---------
Original: Download

0.1: Download

0.2: Download

0.3: Download

0.4: Download

0.5: Download

0.51: Download

0.6 Download


-------------------------------------------------------------------------------------------------------------------------------
CURRENT PATCH DOWNLOADS
Patch List | Click to toggle: +
Patch 1

________________________________________________________________________________________________________________
COMING SOON:

Making IDF spawn as enemy ships and removing them from
initial unlock.

Weapon Revamp (IN PROGRESS) - Will be addressed through multiple patches

NOTE: The FFU owner is planning on making
these changes, depending on various things i will
either replace my changes with his, merge his with
mine, or modify his to better fit mine

________________________________________________________________________________________________________________
BUG FIX:

No Bug Fixes are currently Available.
Please report if you find any!


_______________________________________________________________________________________________________________

_________________
Creator of BigFightforBeef

The combination mod of FightforUniverse by WarStalkeR and BigBeef by GTX2GvO

"We'll see how it goes."

*Giant Explosion*

"Damn it, my house is..."

*Another Giant Explosion*

"Its a miracle. Now i can collect on Insurance!"


Last edited by deathkawa on Thu 03 Jan, 2013 10:26 am, edited 151 times in total.

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 Post subject: Re: BigFightfortheBeef (multimod)
PostPosted: Mon 09 Jul, 2012 7:46 pm 
Offline
Volley
User avatar

Joined: Wed 25 Apr, 2012 8:44 am
Posts: 594
deathkawa wrote:
Download
Enjoy!


Invalid or deleted file. (so NOT that violation stuff like in FFUmod thread)
I guess you need to reupload.

_________________
My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigFightfortheBeef (multimod)
PostPosted: Mon 09 Jul, 2012 7:52 pm 
Offline
Gyro
User avatar

Joined: Fri 06 Jul, 2012 2:36 pm
Posts: 102
Was making a last minute fix, sorry for any inconvenience.
Should be fixed.

_________________
Creator of BigFightforBeef

The combination mod of FightforUniverse by WarStalkeR and BigBeef by GTX2GvO

"We'll see how it goes."

*Giant Explosion*

"Damn it, my house is..."

*Another Giant Explosion*

"Its a miracle. Now i can collect on Insurance!"


Top
 Profile  
 
 Post subject: Re: BigFightfortheBeef (multimod)
PostPosted: Mon 09 Jul, 2012 8:08 pm 
Offline
Volley
User avatar

Joined: Wed 25 Apr, 2012 8:44 am
Posts: 594
Yup. Now it gives the "Violation error" :lol: So guess it's "All good".

Anyway. Took a look inside a few files.
Looks rather good.
You can sure merge some mods. ;)

_________________
My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigFightfortheBeef (multimod)
PostPosted: Mon 09 Jul, 2012 8:40 pm 
Offline
Gyro
User avatar

Joined: Fri 06 Jul, 2012 2:36 pm
Posts: 102
Violation error? Were you able to get the file and play it...?
I swear i fixed the download link T_T

_________________
Creator of BigFightforBeef

The combination mod of FightforUniverse by WarStalkeR and BigBeef by GTX2GvO

"We'll see how it goes."

*Giant Explosion*

"Damn it, my house is..."

*Another Giant Explosion*

"Its a miracle. Now i can collect on Insurance!"


Top
 Profile  
 
 Post subject: Re: BigFightfortheBeef (multimod)
PostPosted: Mon 09 Jul, 2012 8:47 pm 
Offline
Volley
User avatar

Joined: Wed 25 Apr, 2012 8:44 am
Posts: 594
deathkawa wrote:
Violation error? Were you able to get the file and play it...?
I swear i fixed the download link T_T


That's THE SAME error as the link in FFU mod has. (For most users)
It's a mediafire thing.
So don't worry. It's good. ;)

_________________
My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigFightfortheBeef (multimod)
PostPosted: Mon 09 Jul, 2012 9:45 pm 
Offline
Gyro
User avatar

Joined: Fri 06 Jul, 2012 2:36 pm
Posts: 102
If you really want me to, ill change it, just
need to know which one has the most public
support.

Which one do you prefer?

_________________
Creator of BigFightforBeef

The combination mod of FightforUniverse by WarStalkeR and BigBeef by GTX2GvO

"We'll see how it goes."

*Giant Explosion*

"Damn it, my house is..."

*Another Giant Explosion*

"Its a miracle. Now i can collect on Insurance!"


Top
 Profile  
 
 Post subject: Re: BigFightfortheBeef (multimod)
PostPosted: Tue 10 Jul, 2012 4:52 am 
Offline
Colt
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Joined: Tue 24 May, 2011 5:27 am
Posts: 356
I nominate "Big Fight In Little Beef" ,

because thats how it sounds in my brain from watching Big Trouble In Little China a dozen times.


Aside from that, good form in making sure the 2 mod makers were ok with you combining them :) , and thanks for reworking the 10x hull issue until it gets sorted out :) .

_________________
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Image - " Particle Cannon, Particle Cannon. Doing the things a Particle Cannon... " -


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 Post subject: Re: BigFightfortheBeef (multimod)
PostPosted: Tue 10 Jul, 2012 5:39 am 
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Gyro
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Joined: Fri 06 Jul, 2012 2:36 pm
Posts: 102
Quote:
I nominate "Big Fight In Little Beef"

Hmm...
My only concern with that is people might not
understand what 2 mods are being combined from the title.

Quote:
Aside from that, good form in making sure the 2 mod makers were ok with you combining them

Thanks for noticing xD. And yea, just felt right to make sure
i had permission, wouldn't want people yelling at me or anything. D:

Quote:
and thanks for reworking the 10x hull issue until it gets sorted out.

Thats what the people wanted, so that's what i gave them! :D

_________________
Creator of BigFightforBeef

The combination mod of FightforUniverse by WarStalkeR and BigBeef by GTX2GvO

"We'll see how it goes."

*Giant Explosion*

"Damn it, my house is..."

*Another Giant Explosion*

"Its a miracle. Now i can collect on Insurance!"


Top
 Profile  
 
 Post subject: Re: BigFightfortheBeef (multimod)
PostPosted: Tue 10 Jul, 2012 1:49 pm 
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Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 594
DestinyAtlantis wrote:
Can you replace the Bounty Hunter image in the Main Menu with the Big Beef's?


Or would you perhaps be interested in a Custom Title screen of your own? :)

_________________
My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigFightfortheBeef (multimod)
PostPosted: Tue 10 Jul, 2012 3:27 pm 
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Gyro
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Joined: Fri 06 Jul, 2012 2:36 pm
Posts: 102
Quote:
Can you replace the Bounty Hunter image in the Main Menu with the Big Beef's?

I will edit the 2 pictures together.

Quote:
Or would you perhaps be interested in a Custom Title screen of your own?

If someone would be willing to create me one :D. My art skill is zero :/

_________________
Creator of BigFightforBeef

The combination mod of FightforUniverse by WarStalkeR and BigBeef by GTX2GvO

"We'll see how it goes."

*Giant Explosion*

"Damn it, my house is..."

*Another Giant Explosion*

"Its a miracle. Now i can collect on Insurance!"


Top
 Profile  
 
 Post subject: Re: BigFightfortheBeef (multimod)
PostPosted: Tue 10 Jul, 2012 4:10 pm 
Offline
Volley
User avatar

Joined: Wed 25 Apr, 2012 8:44 am
Posts: 594
deathkawa wrote:
If someone would be willing to create me one :D. My art skill is zero :/


Will you be keeping the name "Big Fight for the Beef"?

Cause then I'll just be needing a few "Pieces" of art that define what's inside. ;)

[EDIT]
Got ya something :)

It's a little "Crowded" though.
Image

If you think it's good enough you need to place it in
\BigFightFortheBeef\data\images\interface\frontEnd\
There is already a spaz_title.png in there. Replace it.


Attachments:
File comment: Big Fight for the Beef
spaz_title.png [1.15 MiB]
Not downloaded yet

_________________
My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


Last edited by GTX2GvO on Tue 10 Jul, 2012 4:48 pm, edited 1 time in total.
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 Post subject: Re: BigFightfortheBeef (multimod)
PostPosted: Tue 10 Jul, 2012 4:42 pm 
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Gyro
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Joined: Fri 06 Jul, 2012 2:36 pm
Posts: 102
Here are some names i have been throwing around:
Universal fight for Beef
Fight for Universal Beef
Fight for the Beef Lord
Fight for Endangered Beef
And Joe Shmo's Big Fight In Little Beef

Any thoughts?

_________________
Creator of BigFightforBeef

The combination mod of FightforUniverse by WarStalkeR and BigBeef by GTX2GvO

"We'll see how it goes."

*Giant Explosion*

"Damn it, my house is..."

*Another Giant Explosion*

"Its a miracle. Now i can collect on Insurance!"


Top
 Profile  
 
 Post subject: Re: BigFightfortheBeef (multimod)
PostPosted: Tue 10 Jul, 2012 4:51 pm 
Offline
Volley
User avatar

Joined: Wed 25 Apr, 2012 8:44 am
Posts: 594
Oh. you've replied in the meanwhile. :D

I've added an edit to my previous post.
Hope it's interesting.

If needed, the name can still be changed. ;)

_________________
My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigFightfortheBeef (multimod)
PostPosted: Tue 10 Jul, 2012 5:27 pm 
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Colt
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Joined: Tue 24 May, 2011 5:27 am
Posts: 356
Quick question though about how the mod is going to progress.

Are you planning to mod unique parts of the files yourself, or is this solely going to be a "copy/paste" system of just making sure that when Big Beef and FFU are updated they both work together?

I only ask because on a personal level, the missing tech progression for shields/cloak/armor/reactor is kinda a real bummer from the FFU mod. And i dont want to step on his shoes, but im pretty sure he stated he wasnt going to work on the tech progression until he finalized all the stuff he wanted to add into the mod.

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 Post subject: Re: BigFightfortheBeef (multimod)
PostPosted: Tue 10 Jul, 2012 5:39 pm 
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Gyro
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Joined: Fri 06 Jul, 2012 2:36 pm
Posts: 102
Quote:
I only ask because on a personal level, the missing tech progression for shields/cloak/armor/reactor is kinda a real bummer from the FFU mod. And i dont want to step on his shoes, but im pretty sure he stated he wasnt going to work on the tech progression until he finalized all the stuff he wanted to add into the mod.


Define tech progression, by this do you mean making blueprints available in black market at later levels?
Or unlocking them as you put points into research?
Or both?

I can try my hand at it, but keep in mind i am new to modding, i did this as a project to familiarize myself with the file structure.

EDIT: I am however going to optimize each mod for the other, for example, my first project will be optimizing the bases and mother ship
with FFU's custom components. So if you define that as my own tweaks, then yes i do plan on this.

I also plan on adding the components to enemy ships for balance concerns, however adding tech progression from what i hear
is quite the challenge, unless i get help from a more experienced modder... not seeing that happening

_________________
Creator of BigFightforBeef

The combination mod of FightforUniverse by WarStalkeR and BigBeef by GTX2GvO

"We'll see how it goes."

*Giant Explosion*

"Damn it, my house is..."

*Another Giant Explosion*

"Its a miracle. Now i can collect on Insurance!"


Last edited by deathkawa on Wed 11 Jul, 2012 1:31 am, edited 5 times in total.

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 Post subject: Re: BigFightfortheBeef (multimod)
PostPosted: Tue 10 Jul, 2012 5:44 pm 
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Gyro
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Joined: Fri 06 Jul, 2012 2:36 pm
Posts: 102
Quote:
Got ya something

It's a little "Crowded" though.


Do you think you can combine the original big beef icon with
the fightforuniverse icon? (by this i mean yours on the left
and his on the right) But keep the custom background.
I would do it myself, but where i am currently at the internet
is very unstable...so all my attempts at downloading gimp are
in vain as it gets continuously interrupted.

It would just be a simple cut and paste sort of thing right?

I really appreciate you helping me in this!

_________________
Creator of BigFightforBeef

The combination mod of FightforUniverse by WarStalkeR and BigBeef by GTX2GvO

"We'll see how it goes."

*Giant Explosion*

"Damn it, my house is..."

*Another Giant Explosion*

"Its a miracle. Now i can collect on Insurance!"


Top
 Profile  
 
 Post subject: Re: BigFightfortheBeef (multimod)
PostPosted: Tue 10 Jul, 2012 6:00 pm 
Offline
Volley
User avatar

Joined: Wed 25 Apr, 2012 8:44 am
Posts: 594
deathkawa wrote:
Do you think you can combine the original big beef icon with
the fightforuniverse icon? (by this i mean yours on the left
and his on the right) But keep the custom background.


Well. The BigBeef title screen mostly consists of two of the Motherships on the main screen with the actual mod name.
(Plus the note that it's made by me)

I think I can add the FFU icon to it though if you really want to.

Anyway. What do you exactly mean by custom background?

Anyway. I'll be updating BigBeef itself after finishing this post.
I finally finished "Upgrading" all the Small ships to the way I want them.
But I will first post the changelog in a reply there before the new files become downloadable. ;)

_________________
My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigFightfortheBeef (multimod)
PostPosted: Tue 10 Jul, 2012 6:09 pm 
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Gyro
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Joined: Fri 06 Jul, 2012 2:36 pm
Posts: 102
Basically i mean make the icon on the left say "bigbeef"
and the one on the right be "fightforuniverse" and to keep
all the bases and ships flying around at top :D

Quote:
Anyway. I'll be updating BigBeef itself after finishing this post.
I finally finished "Upgrading" all the Small ships to the way I want them.


Ill be waiting so i can update bfftb as well :D

Also i am going to PM you a question, so
keep watch for it.

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The combination mod of FightforUniverse by WarStalkeR and BigBeef by GTX2GvO

"We'll see how it goes."

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 Post subject: Re: BigFightfortheBeef (multimod)
PostPosted: Tue 10 Jul, 2012 6:34 pm 
Offline
Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 594
deathkawa wrote:
Basically i mean make the icon on the left say "bigbeef"
and the one on the right be "fightforuniverse" and to keep
all the bases and ships flying around at top :D


Ah. :D I'll see what I can conjure up. ;)

[edit]
New attempt
Image

Rename to spaz_title.png and place it in (replacing the existing one):
\BigFightFortheBeef\data\images\interface\frontEnd\

Was this what you wanted? :)


Attachments:
File comment: Big Fight for the Beef
BFftB

spaz_title_BFftB.png [802.12 KiB]
Not downloaded yet

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore
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 Post subject: Re: BigFightfortheBeef (multimod)
PostPosted: Tue 10 Jul, 2012 7:10 pm 
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Gyro
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Posts: 102
Heck yea, i love it! :D

Ill make sure to give you credit for making me
such an awesome custom title screen. :D

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Creator of BigFightforBeef

The combination mod of FightforUniverse by WarStalkeR and BigBeef by GTX2GvO

"We'll see how it goes."

*Giant Explosion*

"Damn it, my house is..."

*Another Giant Explosion*

"Its a miracle. Now i can collect on Insurance!"


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 Post subject: Re: BigFightfortheBeef (multimod)
PostPosted: Wed 11 Jul, 2012 1:24 am 
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Colt
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Posts: 356
deathkawa wrote:
Quote:
I only ask because on a personal level, the missing tech progression for shields/cloak/armor/reactor is kinda a real bummer from the FFU mod. And i dont want to step on his shoes, but im pretty sure he stated he wasnt going to work on the tech progression until he finalized all the stuff he wanted to add into the mod.


Define tech progression, by this do you mean making blueprints available in black market at later levels?
Or unlocking them as you put points into research?
Or both?

I can try my hand at it, but keep in mind i am new to modding, i did this as a project to familiarize myself with the file structure.

EDIT: I am however going to optimize each mod for the other, for example, my first project will be optimizing the bases and mother ship
with FFU's custom components. So if you define that as my own tweaks, then yes i do plan on this.


The blueprints would have to be implemented eventually, to keep with the theme of all the other blue print progression, but i was more talking about the second part (unlocking via research). Although really, either approach pretty much achieves the same goal (unlocking via research or unlocking via buying prints), spaz just happens to require both processes at once, and i rather agree with it to an extent. But really, thats just double the work atm for something that really just needs a light touch.

My initial goal/hope was to at least have it so that you didnt have access to all of the ship parts at the beginning of the game.


But either way, i was just curious about how you were planning to go about working on the Multi-Mod, whether it was going to be just a collection of mods or if it was going to be something more like Frankensteins Monster ;) .


Edit: The main screen pic is looking good, but its rather odd that GTX has his name under his mod...and the other authors name isnt under his. Just a consistency thing.

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 Post subject: Re: BigFightfortheBeef (multimod)
PostPosted: Wed 11 Jul, 2012 1:36 am 
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Gyro
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Joined: Fri 06 Jul, 2012 2:36 pm
Posts: 102
Quote:
but i was more talking about the second part (unlocking via research).

Ill take a more in depth look at the research unlocking portion of it,
i think i have an idea on how it might be done, but no guarantees.

EDIT: Done! :D

Also it seems the being unlocked by research and
blueprints appearing in stations is connected, therefore
they are also available in stations, seems like price needs
to be adjusted though.

After checking it out everything seems to be working as
intended, tell me if you experience any bugs.

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Creator of BigFightforBeef

The combination mod of FightforUniverse by WarStalkeR and BigBeef by GTX2GvO

"We'll see how it goes."

*Giant Explosion*

"Damn it, my house is..."

*Another Giant Explosion*

"Its a miracle. Now i can collect on Insurance!"


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 Post subject: Re: BigFightfortheBeef (multimod)
PostPosted: Wed 11 Jul, 2012 10:44 am 
Offline
Volley
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Joined: Wed 25 Apr, 2012 8:44 am
Posts: 594
Joe Shmo wrote:
Edit: The main screen pic is looking good, but its rather odd that GTX has his name under his mod...and the other authors name isnt under his. Just a consistency thing.


deathkawa specifically asked for the original BigBeef titlescreen + FFU titlescreen + background ships/bases.
It just happens the BigBeef titlescreen has my name on it. :P

So. For consistency and logic.. Would it be better to drop my name on the left side OR add WarStalkeR's name on the right side?

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My BigBeef mod, Quad Turret mod & Master Dredge base Mod.
Modding for MY OWN Pleasure. :twisted:
Please Help with LoBWaM (List of Base Weapons and Modules)
Official SPAZ mod package (v2.0) Cause people cant find links anymore


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 Post subject: Re: BigFightfortheBeef (multimod)
PostPosted: Wed 11 Jul, 2012 2:49 pm 
Offline
Gyro
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Joined: Fri 06 Jul, 2012 2:36 pm
Posts: 102
Quote:
So. For consistency and logic.. Would it be better to drop my name on the left side OR add WarStalkeR's name on the right side?

I would say to drop your name on the left, because i
think with both names it would look messy. I'm not sure
though as i would have to see it first. Try adding his...
and tell me how it looks?

Also do you think you can change the middle to
"BigFightforBeef", I've made a conscious decision
to shorten the name as BFFTB is just a mouthful.

Thanks for all the work on the title!
(I wish there was something i could give to you for all the work)

_________________
Creator of BigFightforBeef

The combination mod of FightforUniverse by WarStalkeR and BigBeef by GTX2GvO

"We'll see how it goes."

*Giant Explosion*

"Damn it, my house is..."

*Another Giant Explosion*

"Its a miracle. Now i can collect on Insurance!"


Top
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