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-   -   Highliner Mod - 1.04b - PBW Observations & Patch (http://forum.shrapnelgames.com/showthread.php?t=9620)

Phoenix-D June 8th, 2003 08:52 PM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
Fighers can't colinize, either. Even with the component they don't get the command for it.

General Woundwort June 8th, 2003 10:10 PM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
Quote:

Originally posted by Phoenix-D:
Fighers can't colinize, either. Even with the component they don't get the command for it.
<font size="2" face="Verdana, Helvetica, sans-serif">http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon8.gif

EDIT - OK, so the basic ideas I had about colonization are going right out the window. Right. Well, since Remote Miners work on Satellites, I assume that they could work on Fighters as well... I hope...? http://forum.shrapnelgames.com/images/icons/icon9.gif
EDIT - They do. http://forum.shrapnelgames.com/images/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

Since the hard-wired code is going to be this obstinate, I guess I have to fall back onto Plan A (for Auuugh!) - do a *Proportions*-type cargo requirement for pop and make the use of Highliners an absolute necessity for colonization. I didn't want to do this (since Proportions is already out there) but it seems the accursed game code leaves no alternative.

Besides, I've sunk too much effort into this thing to chuck it all now...

[ June 21, 2003, 02:48: Message edited by: General Woundwort ]

oleg June 9th, 2003 12:41 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
Anyboby remember the most outrages mod idea ever -
Make SOLAR SYSTEM a starliner ! http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/shock.gif
Don't remember the author.

Basicaly, imagine you system connected to "starliner system" and then to the destination system. You "load" your ship into such system, it "travels" and you disembark into "real" system.
battles inside hull are forbiden - can be moded by nebula type ability. You can even plant a "bomb" there - blow up sun http://forum.shrapnelgames.com/images/icons/icon7.gif (sun is called "navigator")

General Woundwort June 9th, 2003 01:17 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
CURRENT STATUS...

Data files - 75% completed (colony modules & fighters now separated http://forum.shrapnelgames.com/image...s/rolleyes.gif - components and facilities almost completed)

AI/race files - 10% (some changes made in generic AI files, others will follow once data changes complete)

Image files - 100% (intro screens and substitute highliner/worldship pics complete)

Miscellaneous changes made in the data files...

SETTINGS: Population Mass raised to 50 ktons

VEHICLETYPES: Besides the new ships, bases, and fighter sizes, satellites have been given a defensive bonus. Restructuring the game's weapons meant there were more weapons usable against satellites, and hopefully this will balance things out.

General Woundwort June 10th, 2003 12:55 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
Slowly I am making headway...

CURRENT STATUS...

Data files - 100% completed

AI/race files - 25% (changes made in generic AI files, specific races to follow)

Image files - 100% (intro screens and substitute highliner/worldship pics complete)

EDIT - Go upthread for the latest Version of the Readme

[ June 19, 2003, 23:14: Message edited by: General Woundwort ]

Lord Kodos June 10th, 2003 06:12 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
Very interesting od Woundwort, looking forward to it!

And about systems being ships...that MIGHT have been me. For LR mods campaigns I have intentionsfor a ship so large you fly in it.

General Woundwort June 11th, 2003 03:17 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
Question - I was intending to use Neo-Standard images for the Riders (makes much more sense scale-wise), but I could not figure out how to do this without messing up the displays for non Neo shipsets, which I had set as the alternates (some duplications and mixup of shipsizes would occur). I take it that a mod must have all Neo shipsets or all Standard?

[ June 11, 2003, 02:21: Message edited by: General Woundwort ]

Phoenix-D June 11th, 2003 03:35 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
No, it doesn't if you have Gold. Use the neo-standard bitmap as the Primary one, and a standard SE4 bitmap as the secondary.

General Woundwort June 12th, 2003 05:19 PM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
Quote:

Originally posted by Phoenix-D:
No, it doesn't if you have Gold. Use the neo-standard bitmap as the Primary one, and a standard SE4 bitmap as the secondary.
<font size="2" face="Verdana, Helvetica, sans-serif">Thanks. Armed with that bit of info, I went back to the VehicleSize file and made it Neo-Standard compatible. And so...

CURRENT STATUS

Data files - 100% completed (made totally Neo-Standard compatible)

AI/race files - 30% (changes made in generic AI files; Abbidon, Amonkrie, Cryslonite & CueCappa completed)

Image files - 100% (intro screens and substitute highliner/worldship pics complete - two other highliner pics adapted from other graphics)

JLS June 12th, 2003 05:46 PM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
Absolutely, Neo-Standard compatible, would be the way to go, General Woundwort.

Many of the Ship set Designers are doing an awesome job with the Neo-Standard sets.


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