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So you would keep air domain for such hoovercraft? It would have movement on land and sea in that case. But what with the game applying air benefits/penalties for it?
There's always the option of adding something to units.pcx - provided turning and updating don't matter...
Assuming a bit of .exe modding - you'd be able to do several appearance upgrades...
I was talking about a static unit figure like the native life - no workshop or components, just enabling upgrades using the multiple slots a row...
They're refered to by the numbers 0 to 9 at some position in the #UNITS section of alpha(x).txt.-1 on that position means the game will use .cvr parts.
Numbers 0-8 refer to icons in units.pcx file. Sealurk is 4, battle ogres are 6, etc.The last one is a missile with "xx" on a side, which I also used some years ago. Darsnan was using it for a pre-designed nerve-gas missile.Below that missile icons are mindworm flags, and maybe these coordinates are hardcoded?
Not necessarily a maximum. If you take a look into the units.pcx file, you will see, that number of icon can be a multiplier for getting pixels of a given area to crop from. With x coordinate being dependent on morale in some cases - sealurk or fungal tower, or just few units, like there are only three battle ogres. It looks like heavy hardcoding. And y coordinate is multiplied by icon number.Pcx files have some unused graphics on ocasion, and I'm not sure, if these mindworm shields are used, but then, there would be needed hardcoding of their position, unless, they refer to position counting from bottom of the image (universal solution). If so, you could extend pcx in y direction with icons 9, 10,11, ...