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Re: Highliner Mod discussion thread
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Re: Highliner Mod discussion thread
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RE: Long range scanners, I went back and looked at the list of everything that won't work in units, compiled while I was writing the mod... http://www.shrapnelgames.com/cgi-bin...3;t=009240;p=4 Hmmm... I don't see LRSs on the list. Curious. I thought they were buggy on fighters. Maybe another new component I can add... http://forum.shrapnelgames.com/images/icons/icon10.gif [ June 02, 2004, 08:51: Message edited by: General Woundwort ] |
Re: Highliner Mod discussion thread
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Why didn't I think of that? Interesting idea. I'll think it over. |
Re: Highliner Mod discussion thread
Here's my initial sketches for Version 1.06 -
- include components for intel and science generation (Bases ONLY) - a Scout Rider bay - Long-Range Sensors on Riders (I need to playtest this first) - Formation & Strategies files from USM Where I need more input from you guys is... - would it be worth incorporating PvK's Balance mod? - suggestions on the combat balancing ideas mentioned in this thread - feedback on current Highliner sizes 1.06 is aways off yet. There's another project I'm looking to get done this weekend, and I have to finish the House Divided set-up first. [ June 03, 2004, 11:47: Message edited by: General Woundwort ] |
Re: Highliner Mod discussion thread
Sorry for barging in like this (I've been without internet for quite some time), but where can I get this mod? Or is still under construction?
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Re: Highliner Mod discussion thread
1.04 is at Fyron's SpaceEmpires.net site. But if you can wait a few days, 1.05 will be available at another location (stay tuned... http://forum.shrapnelgames.com/images/icons/icon10.gif )
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Re: Highliner Mod discussion thread
Alrighty then! I'll stay tooned...
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Re: Highliner Mod discussion thread
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Re: Highliner Mod discussion thread
make sure you adjust it to your mod.
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Re: Highliner Mod discussion thread
Forgive my stupidity but is this mod based on a book series or something?
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