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-   -   Wanted: Alpha testers for the AoW mod. (http://forum.shrapnelgames.com/showthread.php?t=8129)

Ragnarok January 2nd, 2003 06:17 PM

Re: Wanted: Alpha testers for the AoW mod.
 
Quote:

Originally posted by mlmbd:
dumbluck, rags; Thanks for the help and the info! http://forum.shrapnelgames.com/images/icons/icon7.gif

rags, have a little trouble with that 'URL' business, did we? http://forum.shrapnelgames.com/images/icons/icon10.gif LOL

mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Hey... It was working when I posted it. What is up with that... Fixing it now...

Edit: Glad I could help... http://forum.shrapnelgames.com/images/icons/icon10.gif

[ January 02, 2003, 16:18: Message edited by: Ragnarok ]

mlmbd January 3rd, 2003 02:36 AM

Re: Wanted: Alpha testers for the AoW mod.
 
dumbluck, rags; Thanks for the help and the info! http://forum.shrapnelgames.com/images/icons/icon7.gif

rags, have a little trouble with that 'URL' business, did we? http://forum.shrapnelgames.com/images/icons/icon10.gif LOL

mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif

dumbluck January 6th, 2003 01:29 PM

Re: Wanted: Alpha testers for the AoW mod.
 
So, did anyone do any playtesting while PBW has been down? I've been too busy to. (I had relatives over, spent most of the Last week trying with limited success to make the house look presentable...)

dumbluck January 8th, 2003 12:27 PM

Re: Wanted: Alpha testers for the AoW mod.
 
Apparently not.

dumbluck January 11th, 2003 12:24 AM

Re: Wanted: Alpha testers for the AoW mod.
 
And now it looks like prolly nobody will, what with PBW back up... http://forum.shrapnelgames.com/images/icons/icon9.gif

mlmbd January 18th, 2003 02:14 AM

Re: Wanted: Alpha testers for the AoW mod.
 
I will start play testing tomarrow. So, I will be posting my findings.

DL, it is going to happen!!!

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

dumbluck January 19th, 2003 11:58 AM

Re: Wanted: Alpha testers for the AoW mod.
 
That would be cool. I was starting to think that everyone had forgotten...

tesco samoa January 20th, 2003 05:09 AM

Re: Wanted: Alpha testers for the AoW mod.
 
SUre

mlmbd January 20th, 2003 12:27 PM

Re: Wanted: Alpha testers for the AoW mod.
 
DL, here is my first report.

modinfo.txt file still has old date in it. examples:
Version says 0.7 it is 0.81
Author is has Geo.
Email is not yours.

Started with a Medium HomeWorld.

Space Yard Construction 1, no results.
Space Yard Construction 2, no results. SD 2760.9

Planetary Engineering 1, no results.
Ship Construction 6, no results.
Base Construction 1, no results.

I played to SD 2425.0. I will play again tomarrow!

<font color=purple>mlmbd http://www.shrapnelgames.com//ubb/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/shock.gif </font>

dumbluck January 20th, 2003 12:54 PM

Re: Wanted: Alpha testers for the AoW mod.
 
Mumbles: Err???

I will have to look into that! Did I post the wrong files???

Edit: No, I had the right files. However, I did forget to include the updated Modinfo file.

I was unable to get the results you did, however. BTW, Space Yards tech is only a prerequisite of higher level SY facilities/components. The facilities/components/crew areas are actually researched in the Ship Construction tech area. The theory being that by researching Ship Construction, you research ways to construct them faster instead of bigger (although it does kind of make sense that the SYs should have SYtech as the primary research field... http://forum.shrapnelgames.com/image...s/rolleyes.gif ). I suppose I could increase SYtech to 9 levels, and make each level of SYfacilities/components require both SY and Ship construction of the appropriate level...

But I'm actually toying with a radical departure from the standard SYs model. It involves moving most major Ship Construction abilities to orbital bases. I'm not sure if I really want to depart that far from the default game with this mod, though. Thus, I'm still just toying with it...

However, research into Planetary Engineering remained unchanged from the default game (although it was added as a prerequisite tech for some other facilities). So I have no idea why you are having problems with that... And Ship Construction level 6 should have yeilded 2 more SYfacilities/components (5 more, if you also researched SYtech to level 2), along with 5 new crew areas. It did when I ran the mod, anyway.

I have checked the files that I posted. I played them and got my expected results. So I don't know why you aren't getting the same results... Any gurus out there want to fathom a guess in that regard?

2nd edit: Here's the new v0.81 zip file, with the correct modinfo file.
AoWv0_81.zip

[ January 20, 2003, 11:48: Message edited by: dumbluck ]


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