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Re: Great Naval Battles v 1.0 released!
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that much, except allowing mounts to be researched, allowing me to recreate in greater fidelity the weapons race from 1900 to 1945 resulting in ever larger calibre weapons...... The old 14 inch guns of WWI had less range and power than the "new" 14 inch guns of WWII...etc |
Re: Great Naval Battles v 1.0 released!
Great Naval Battles For Space Empires IV Gold
Patch 1.01 Release! GNB Patch 1.01 (1.56 MB in size - future patches will only be 100k) Fixed Components.txt File (32 KB ZIP) (original 1.01 patch made bases unusable due to errors in life support/crew quarter component data fields) ************************* First of all, I'd like to apologize to all of you for releasing GNB in such an unfinished form...but I had to do it to light a fire under my *** to get me to WORK WORK WORK, and FINISH FINISH it after a year's worth of fiddling around. This Version should work. As before, send all comments/complaints/ideas to rrc3813@yahoo.com Seven AI races are now used in this. Don't expect anything TOO bright from them, as they pretty much research and design ships in the same way.... John Beech's Ship Set: "Neo-Canadians" is supported now in GNB, and is included in the patch, mostly because I'm 50% Canadian Anecestry http://forum.shrapnelgames.com/images/icons/icon10.gif . The minor changes to it are: -Fixing the Canadian Flag to be cleaner. -Changing the Ruler's name and title to one of my canadian friends. -Changing the AI so it works with GNB. Weapons platforms are still pretty much useless, as I have a LOT of work to do on them still, mostly involving the tedious work of copying the component data for everything and making duplicates of them using the WeapPlatform tag. But everything else has been fiXored, and lots of new stuff is included, and it's all been playtested somewhat by me. I've split the Ship Yards into three different areas: Deepdock (component for bases - Fastest shipyard due to zero G assembly line) Planetary Yard (facility for colonies - 2nd fastest due to sheer size) Mobile Ship Yard (component for ships - slowest due to fact it has to fit on a moving ship) INSTRUCTIONS: Download the patch. Go into your /GNB_Mod directory and delete the following folders: AI DSGNNAME Then Go into the PICTURES directory and delete the RACES folder. Unzip the 1.01 Patch into the GNB_Mod Directory using the folder option of Winzip, and PLAY! [ June 18, 2002, 10:15: Message edited by: MKSheppard ] |
Re: Great Naval Battles v 1.0 released!
In reply to a comment from dogscoff:
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[ June 18, 2002, 19:06: Message edited by: Taz-in-Space ] |
Re: Great Naval Battles v 1.0 released!
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Vikings race set!!!! |
Re: Great Naval Battles v 1.0 released!
UPDATE ON 1.02
There are 12 working AIs now. Right now, I am not going to release 1.02 until I game it over and over and over and over, to get it "right", because the Last two releases of GNB (1.0 and 1.01) weren't exactly high calibre with regards to playability in non PBEM modes. PS - The Weapons Platforms have been fixed, and now have all their weapons. PPS - The Patch from 1.01 to 1.02 will be about 3MB, due to the fact that I want to include 6 user created ship sets, which I really like (and fit the theme of GNB, being realistic ship designs). [ June 22, 2002, 12:53: Message edited by: MKSheppard ] |
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