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Re: StarFire Mod v-Beta 2
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Re: StarFire Mod v-Beta 2
Good catch abc, I got that fixed and the patch name is still the same on my website but with the designator (a) after the patch number. Also I learned how to do the ***.exe file to make it extract itself to the correct location, assuming that you did not change the default path of installation for SE4G.
The EDM is designed to help a ship by providing extra point defense it can’t mount, the target type is ship/planet to force the player to fire on one target and follow the missile in to that target or lose the protection. If I had set the target type to seekers than a player could launch a fleet of them at the start of the battle and just let them run around the map for the full 30 turns shooting away. As I am sure you can see not much fun. |
Re: StarFire Mod v-Beta 2
Actually in my test game so far I do have to stop long enough to let the CFN recharge me. I need another 15 minutes to post the patch, problems connecting to server.
Patch up now. [ March 25, 2004, 14:34: Message edited by: President Elect Shang ] |
Re: StarFire Mod v-Beta 2
This post has no other purpose than to:
Thank abc for the great bug reports. TerranC for all his hard work. (I am looking forward to that splash screen, put your John Hancock in one of the corners please) Dan K: For being a great co-author and helping me to overcome many small and large errors! Dawn Falcon: For some really great suggestions. I beat him up pretty hard for one or two of them, but damn if they arn't in the Mod today. I thank all of you for the fine job and helping to give me the desire to see this project to its end. [ March 25, 2004, 19:40: Message edited by: President Elect Shang ] |
Re: StarFire Mod v-Beta 2
I am back for a brief while, real life has hit me with a vengeance, and I have been out of circulation (and the country) for a good few weeks, and I leave again on Monday.
I will try and instal the MOD and all patches this weekend, and give my initial feedback then Sorry Wubbles |
Re: StarFire Mod v-Beta 2
Mr Floppy: Welcome back, sort of, take your time. I said that I would keep your seat warm (La Grrrrrrrrrrr). Build 2 is a big change form the first one.
abc: It could be different ships, you are right. Supply usage: Right, SJ is correct, but in StarFire engines do not require supplies, only regular maintenance for wear and tear. Still lets test this out some more, I have had two people comment on the supply issue and I am willing to Mod it back in. Keep in mind that the re-supply issue is a SE4G aspect, not a StarFire one. Also you should test the supplies in a ship armed to the teeth with missile weapons after a major combat. One way or another I see that this needs some serious looking into, good job! Commercial Engine: Yes they give a higher strategic movement, and should be doing so in the Mod had I remembered to add the ability back in. One of those pre-move to Build 2 tests I ran. The military engines give a much higher combat movement and I would not suggest building a warship with commercial engines, but it has been done in past StarFire games. Have you played the game? Spelling error: good catch, at least I got all the letters in there. http://forum.shrapnelgames.com/images/icons/icon10.gif Plague: I don’t know as I am still apprehensive about having it in there in the first place. Part of me wants to take it out all together and I keep telling myself to just wait and see if the testers like it and what they want to do. So if that is your suggestion than I will mark one vote for upping the deadliness. None of the present games I am in use the rule and the new text books do not even mention IED. Sad as I really liked it, “Will my big butt colony that is the foundation of my Empires economy suddenly start dieing off”? http://forum.shrapnelgames.com/images/icons/shock.gif Colony Ships: Really? http://forum.shrapnelgames.com/image...s/confused.gif I can get the Class III Military Engine on mine? Check that one again and let me know how it turns out. I can’t wait to get your feedback on the new Box Launchers; I must check the forum about 2k times a day to see your comments. I will wait till later tonight and put out a patch for the type-o and the commercial engines. It will not break a saved game. |
Re: StarFire Mod v-Beta 2
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Re: StarFire Mod v-Beta 2
Really, wow that is the first I have heard of this problem. Let me run over and check it out. Strange looks fine to me, the curser will not change to a hand, you just click. I need to figure out how you get it to change to a hand, which would be cool. Give it another try, if that does not work than I will send the base and the latest patch to the email address you have listed in your profile. Note that there will be another patch put out tonight.
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Re: StarFire Mod v-Beta 2
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Dan K |
Re: StarFire Mod v-Beta 2
Dan K, this isn't the problem you were having right? It was worse.
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