Lost_WLd Lost_WLd

WLd Mod

WLd Mod

First mod; be kind :P

This is a maligned graphic mod I've been working on over the past year or so. I've rebuilt it quite a few times and am doing so again for the Entrenchment Expansion. I hope to actually finish it this time around.

 

I'm currently working on the TEC effects. Unfortunately this modding thing is still new to me, so its taking me a little while to turn out new particle effects. :annoyed:

 

 

Thanks to Annatar for answering my mod questions.

 

 

Click 2x to get to the HD version on youtube and excuse my poor video capturing skills.

Feedback is appreciated.

 

767,816 views 292 replies
Reply #26 Top
Bah can't edit. Oh well, just use the direct link below to see the image.

http://img167.imageshack.us/img167/3173/79088956mo0.jpg
Reply #27 Top
Been playing around with it, very nicely done There's just something cool about never ending streams of autocannon fire along with Bailknight's particles

:D

Lost_Wld:This mod is absolutely amazing. Bailknight would be proud. Just to let you know, your mod is next on my list for:Merging in with 7 DEADLY SINS. I will be offering this mod packaged with all the other great mods out there, with your permission of course. Great work, and I am looking forward to any future releases of yours.DANMAN

Thanks, this mod is free for any to merge and modify at will. I actually made it as a starting point for a future mod(Deathblow) I'm trying to put together. Just give credit please. :)

Overall, I think this mod is awesome. One thing I don't like however, is that the bombing attack speed seems to be a bit over the top, especially when you have a lot of capital ships and the entire planet pretty just gets entirely covered with explosion where the bombing occurs.I also noticed a little graphical anomaly with the Advent's Beam weapon. I am not sure if it is affecting all the beams, but it does affect the Beam on the Radiance.

Heh, I was debating about toning it down slightly but I like big boom. :d I left all the data files in text format so, the siege rates of fire can be easily edited if you don't like them. All you need to do is lower the burst count :CONGRAT: If a lot more people mention this as an issue I'll tone it down a little for the SoaSE v1.1 release.

As far as the anomaly goes, there's quite a few of them but I think it's just game engine related. I hope they don't detract too much. :p

If I place your mod in the mod folder along with Bailknight's mod, I imagine then that I will need to enable both mods? I guess I assumed you could only run one mod at a time....Thanks,Javaslinger

The WLd+Bailknight_graphicmod folder is pre-merged. Just move that into your mod folder and it "should" work.


I'm very glad everyone is enjoying the mod so far. :LOL:
Reply #29 Top
Wow this mod looks amazing. Wow.
I am going to try it as soon as i get the chance.

Just one question, you mentioned that the weapons fire a lot more often, does that effect the DPS or balancing of any of the 1.04 balance?

Hope you don't mind, but I'm already imagining adding this to my mod's next repack, with your permission of course.
Reply #30 Top
DPS and balance remains unchanged from 1.04. I just enhanced the visuals.

Hope you don't mind, but I'm already imagining adding this to my mod's next repack, with your permission of course.


Sure. It's made to be merged easily with other mods. :d
Reply #31 Top
So, yeah, sorry to belabor the point... but...

I tried putting your mod folder, the "WLd + bailknight_graphicmod_v1.2" folder, into the the mod folder. That's where the Adama repack mod folder is as well.

So as expected, when I started the game, I had the choice between your mod, and the Adama repack.... They did not 'merge'...

Just to make sure, you do realize that the Adama repack mod combines both Bailknights mod and the Sins Plus mod.... So I can't just replace it with you mod...

I am thinking that I will need to use the merge files....

Am I right?

Thanks,

Javaslinger
Reply #32 Top
So, yeah, sorry to belabor the point... but...I tried putting your mod folder, the "WLd + bailknight_graphicmod_v1.2" folder, into the the mod folder. That's where the Adama repack mod folder is as well.So as expected, when I started the game, I had the choice between your mod, and the Adama repack.... They did not 'merge'...Just to make sure, you do realize that the Adama repack mod combines both Bailknights mod and the Sins Plus mod.... So I can't just replace it with you mod...I am thinking that I will need to use the merge files....Am I right?Thanks,Javaslinger


Give me a day or two and i'm gonna come out with 1.04b which has them merged. Maybe even today...
Reply #33 Top
As far as the anomaly goes, there's quite a few of them but I think it's just game engine related. I hope they don't detract too much.


The reason why it is so noticable seems to be because the Beam is wider than the hit effect. So the cut off part of the beam cannot "hide" in the hit effect like Bailknight's beam and the vanilla one.
Reply #34 Top
Does this make MP games difficult in terms of changed files etc?

Could I still go on ICO with this and play with people unmodded?
Reply #35 Top
Could I still go on ICO with this and play with people unmodded?


Nope.

In multiplayer games, all player needs the same game version and mod version.

Give me a day or two and i'm gonna come out with 1.04b which has them merged. Maybe even today...


Ah, today would be great. I could need it before I start a new 500 planet game. :)
Reply #36 Top
I look forward to the Adama Repack with this mod.

the Kol's laser looks really good now  :CONGRAT:  
Reply #37 Top
This is indeed a very nice mod, and a great add-on to Bail's work  :D 

Alot of great work went into the caps(marza and Kol comes to mind). I also love the new sheild effects  :SURPRISED: 

Fantastic work on all the new Seige effects for each of the differnt factions.

There seem to be a few rough edges, some weapon impacts seem a little 2D or cut-off as has been mentioned(the flickering green laser that fires from the top of the vasari desolator is a prime example), and many of the lrms have toned down missle effects(I know that they are faster now).

Overall a great first mod though, keep up the good work Wild!

 :CONGRAT: 
Reply #38 Top
As far as the anomaly goes, there's quite a few of them but I think it's just game engine related. I hope they don't detract too much.The reason why it is so noticable seems to be because the Beam is wider than the hit effect. So the cut off part of the beam cannot "hide" in the hit effect like Bailknight's beam and the vanilla one.


This is indeed a very nice mod, and a great add-on to Bail's work Alot of great work went into the caps(marza and Kol comes to mind). I also love the new sheild effects Fantastic work on all the new Seige effects for each of the differnt factions.There seem to be a few rough edges, some weapon impacts seem a little 2D or cut-off as has been mentioned(the flickering green laser that fires from the top of the vasari desolator is a prime example), and many of the lrms have toned down missle effects(I know that they are faster now). Overall a great first mod though, keep up the good work Wild!


Thanks for the feedback. I'll keep it in mind for the v1.1 release. :)
Reply #39 Top
I'd appreciate more feedback if anyone is interested. :d
It helps me pick out problem areas so I can make a better mod. :)
Reply #40 Top
I'd appreciate more feedback if anyone is interested. It helps me pick out problem areas so I can make a better mod.


Well if that’s the case then I suppose I can help nit-pick without feeling too guilty  ;) 

Here are just some of the things that could do with little improvement (IMO)

Missiles: for the most part these are only the standard Lrms and phase missiles I'm talking about (the marzas missile effects are bloody brilliant).

I notice that Vasari and TEC Lrms now fire in similar manner, a smaller missile moving at medium(vasari) to fast(TEC) speeds, with the same kind of exhaust trail( that "stiching" look, though it is much more apparant for TEC). It seems that the Vasari static defense missile platform also fires like a TEC LRM.

Some of the Vasari Cap ship weapons should also be re-evaluated, the flickering lasers that fire from the tops of the desolators and fronts of the marauders I have already mentioned, the Kortul’s beam weapon (which fires from the outsides of its “wings”) also produces no impact effects at all.

Although I love the TEC gauss platform, the Pirate one looks a little odd when it fires what looks like two barrels of yellow buckshot at my approaching ships.

Shields for the most part are great, but Advent's seems a bit dry if only for the white color, perhaps it could be changed to yellow or perhaps red? richsad has already commented on some of the problems presented by the Advent's beam weapons.

Well that’s all I can think of for now.

Once again this was purely for the purpose of constructive criticism, still loving your mod :)
Reply #41 Top

Missiles: for the most part these are only the standard Lrms and phase missiles I'm talking about (the marzas missile effects are bloody brilliant).

Heh, thx.

I notice that Vasari and TEC Lrms now fire in similar manner, a smaller missile moving at the fast(er) speeds, with the same kind of exhaust trail( that "stiching" look, though it is much more apparant for TEC). The current style of these missiles seems more applicable to the TEC faction than Vasari phase missiles, which in my opinion should have more of a slow but deadly feel to them.
I notice that the Vasari static defense missile platform also fires in this manner.

I'm guessing you're talking about the missiles from the capital ships aside from the platform. I'll look at it. I have a few ideas. ;)

Some of the Vasari Cap ship weapons should also be re-evaluated, the flickering lasers that fire from the tops of the desolators and fronts of the marauders I have already mentioned, the Kortul’s beam weapon (which fires from the outsides of its “wings”) also produces no impact effects at all.

I'm fixing all the beam weapons at the moment. I'm having a harder time with the Vasari ones due to the fact they have no persistent weapon hit effects that I know of. The game doesn't seem to want to trigger a hit impact graphic as often as I'd like. Ill figure something out. :P

Although I love the TEC gauss platform, the Pirate one looks a little odd when it fires what looks like two barrels of yellow buckshot at my approaching ships.

I actually didn't mod the Pirates' stuff. I'll get them for the next release. :)
Glad you like the new TEC graphics on the gauss platforms though. :d

Shields for the most part are great, but Advent's seems a bit dry if only for the white color, perhaps it could be changed to yellow or perhaps red? richsad has already commented on some of the problems presented by the Advent's beam weapons.



*Cough* :D

Reply #43 Top
 :SURPRISED: Ohhh, is that purple?

Mine dont look like that  :LOL: 

As for the missile stuff, I was refering more to the Vasari Kanrak Assailents and tec javelis.
Reply #44 Top
Good stuff! I can't wait to give that new version a try when it is released.


Thanks.

I'm trying to collect feedback and sit on the new version for awhile so I can really get it nailed down and start on my other mod. :)

My other mod will be a balancing nightmare but if I can get it working properly it will rock.

Step 1. Make mods
Step 2. ????????
Step 3. Profit!! :D


P.S. It's hot pink. I think its pretty close to perfect for the Advent. :d
Reply #45 Top
Out of curiosity, your next mod will be a game rebalancing one?

Or another graphics mod?

looking forward to version two!

EDIT:

I'm not sure if this is any at all helpfull (I'm no modder  :p) but in Vanilla, the kortul's wing beams DO have hit effects, maybe you could just use those? 
Reply #46 Top
My next mod will be Deathblow. In it I'm trying to add a chance on death for units to do various things. They're listed here.

EDIT:I'm not sure if this is any at all helpfull (I'm no modder  ) but in Vanilla, the kortul's wing beams DO have hit effects, maybe you could just use those? 


It actually already is the same graphic believe it or not. :/
I think it's another rate of fire issue.
Reply #47 Top
Quick update: I've made some more changes to the Kol's Beam'0'Death after staring at it for a couple hours.
Beam'0'Death v3.0
Evil Laser look achieved. :CONGRAT:




Beam'0'Death v4.0
A few more half awake hours later...




I also made a nice discovery about beam graphic animation out of pure stupidity. They're going to look a lot better in the next version. :D
Reply #48 Top
From what I have seen, I think I will wait for the next version, as you have had much feedback and your new screens look good. I can't wait until it comes out, then I can merge it with 7 DEADLY SINS.

DANMAN
Reply #49 Top
From what I have seen, I think I will wait for the next version, as you have had much feedback and your new screens look good. I can't wait until it comes out, then I can merge it with 7 DEADLY SINS.DANMAN


Good move. I'm up to Kol Beam'0'Death v5.0 now. :d Its very cool.
I'm 'hoping' it will be done in the next week. There are a few ships giving me some troubles. *cough*progenitor*cough*

I'm keeping track of all the files I've changed again. So it'll be very, very easy to merge when it's done.

Thanks for keeping an interest in my mod. :)
Reply #50 Top
Too many damn awsome graphical mods , ahhhh.... Keep up the good work