Ok, i'm going to release every map i've made for mods that have died (5 in all, space and land) as well as a few new ones i've made just for this mini-mappack. Yes i started at 01 instead of 00, but i like starting at 01 so get used to it :p
I need a little help in testing it to make sure there are no glitches in things, i've already corected a few but i'de like to get like 3-8 peiople doing the testing because geting attacked, as well as attacking on every simgle planet and making sure all land structures work..... not pretty. Here is the current work. http://files.filefront.com/General+Kerr+Mappack+BETA1zip/;9604680;/fileinfo.html
You'll notice i enabled AI on the prates, so they may attack you :p
I need all of the maps tested for all 3 factions, and attack a nd defend position, i want to see turbolasers work on all planets, and shield generators, and......
You get the point. If you come across a text error let me know what planet and what lable please, i noticed quite a few in the 30 mins i played the GC.
any things that you think might need changes in the maps please post, or PM i know that in nebelouian(yea, i randomly typed to make a name again :p ) was impossable to defend because of no build pads, bunkers ETC as well as it's small.
But ANYWAY if you guys could help me out lemme know, or just download the mappack and report all found errors.
Thank you for your time.
Yea i didn't ckeck for typo's, i have to disconnect this second.
UGH trhe link didn't work here General_Kerr_Mappack_BETA1.zip - FileFront.com
You should know that Skinner is spelled wrong in your sig and the E on Re doesn't need capitalization, I would test, but i'm busy with my mod and getting the new units work right in GC (yes, they ALL have to be PERFECT, because I am that obsessive.)
i could help and nepulon... that was uneeded tell me if want my help with this (meaning if you still need help)
I didn't make it!
i'll try it out. i am skilled at mapping so i should know if everythings working fine. :)
kerr, one small thing you should know enabling the pirates to attack and build. Alot of the mods mine included that raise the pop cap will make it to where the pirates building stuff will slow the game to a crawl, Just thought you should know, btw I'd be happy to include your maps if its ok with you.
btw I'd be happy to include your maps if its ok with you.
You mean in a mod? after i got everything done and checked, i am going to release the maps and i'm going to let any mod use them, IF they ask my permission :p
If you want to use some, ask, say witch ones, and i'll give you the required props and the updated version of the map (if any)
I've decided to give all of the standard factions equal starting resources, anything left over goes to the pirates. I've acturally enabled the pirates as a playable faction (GC only; this mappack's GC only) It took me the better part of tuesday morning and a little more time like 2 or three days ago... (i just woke up, i'm not looking for TYPO's) As soon as i finish the new new planet i started last night, (i'm 95% done ;) ) I'll code it in and then post the updates version of this mappack/minimod. PS: The part that took long on the pirates was making ground structures, units, and 3 levels of the pirate asteroid base available for build.
O and Mobbman,
kerr, one small thing you should know enabling the pirates to attack and build. Alot of the mods mine included that raise the pop cap will make it to where the pirates building stuff will slow the game to a crawl, Just thought you should know
There is 9 planets ATM, it can get that laggy :p :lol: in a big 40-60 planet GC then it could get laggy, but in a 9 one i think it'll be fine :p
weskeri'll try it out. i am skilled at mapping so i should know if everythings working fine
Ok, tell me if you notice anything that won't work, i've already fixed all of the text errors, i'll post the updated version ASAP