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| Help section Ask and answer questions about how to make your own and use downloaded mods |
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#1
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Can you develop stuff for 1.0 or only v1.1?
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#2
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Hmm, what do you mean? It is possible to make mods for V1.0 and V1.1. But it is much easier in V1.1.
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#3
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I suspect that he asked about V 1.0 because we already have this version. And he would like to play some different mods (me 2)
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#4
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Go ahead and do some mods then.
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#5
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I'm thinking about it (some super extra awsome campaign), but it will take some time
(will there be a possibility to "transfer" mods from v 1.0 into v 1.1?)
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#6
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All missions you make in V1.0 can be played with V1.1. If you make a custom tileset that needs to be converted for V1.1 but we have made a tool for that. If you make custom chapters these need to be manually converted.
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#7
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sweet.....Are the tools downloadable for making mods? (sorry if I missed it).
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#8
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Erm, what tools?
You don't need any... unless you lack even the most rudimentary sort of graphics editor capable of working on bitmaps. |
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#9
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sorry, found the post on how to load the editor AFTER I posted my previous message. I do have one question though. What rules set is the game mechanic designed around? 1st or 2nd? I see that the flamer hit is first edition rules but I am assuming the rest is second edition? Is there any way to have an opponent use ranged weapons or is it all melee combat?
Just curious. |
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#10
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V1.0 is a combo of 1st, 2nd and then Niklas+Jorgen modifications. In V1.1 we are more true to the original rules...in 1st ed that is.
Horseman: Correct me if I'm wrong, you are the one with all the knowledge.
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#11
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so then, with V1.1 will you be able to have the Hybrids using Ballistic weapons? and psychic powers?
An idea I have is to create a Chaos Marine Campaign and if only melee combat is available then it won't work.
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#12
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There are a few places on the net with "mods" for 1.0
__________________
Available for downloads: Fan-made missions and mods for Teardown's Space Hulk 1.0 http://ca.groups.yahoo.com/group/spacehulk_mod/ |
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#13
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Quote:
![]() Psychic powers will not be in V1.1. |
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#14
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Also the hybrids is an un-official addition simply because Niklas thought them to be cool. No official maps whil have them from day one. However if the 1.1 goes public and we release other campaigns later on things might change and it is always better to already have the option instead of changing the code later on.
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#15
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Quote:
At certain points we did have to make compromises between the original mechanics, the 2nd edition mechanics and computer adaptations made by Electronic Arts, but nothing major. Last edited by the_Fifth_Horseman; 03-17-2009 at 21:29. |
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#16
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Quote:
I have the original campaigns book and would be happy to design some of the missions that use the hybrids without psionics. Just let me know and I'll do em up for you. |
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#17
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chickenlips: We already have decided which campaigns will be included in V1.1 and the none of them include Hybrids (since Hybrids were added after we locked down the mission content). But Hybrids are in the game for you to use on your own missions...
...or if you are totally insane turn on the "force hybrids" options which will include them on all missions, no matter what the mission settings say.
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#18
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Quote:
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#19
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What Niklas meant was that the campaigns the "basic" 1.1 will be released with have already been determined.
Not that we will not release further campaigns shortly afterwards - a number of them is already ported to a smaller or lesser degree, but need more work to be 100% as intended. |
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#20
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Yes, but we cannot stop anyone from making their own versions of the campaigns we have made.
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