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Re: Highliner Mod - 1.04b - PBW Observations & Patch
This sounds like a very creative and ambitious Mod. I look forward to seeing a playable Version of it.
Some interesting limitations, though, in addition to the Cargo and Colonizer ones you have already discovered. Since Riders are Units they cannot be captured, and cannot use Stellar Manipluation components. Though I cannot recall the specifics I think there were also certian kinds of Armor that didn't work right for Units, Phased Shields either. Only Highliners will be able to use Ship Yards, though I think Units can make use of Repair Bays. Riders will not get repaired. They're either fine or they're gone. For this reason you might want to make them cheaper then their conventional Ship counterparts. Units do not gain experience, do they? Also, as Units, I believe your Riders are not going to charge maintainance. Can this be modded? Can Units cloak? Can Units sweep Mines? Can conventional Fighters launch Seekers? Also some powerfull bonuses. You can make weapons, huge weapons, that can only shoot Highliners. Mobile remote mining without maintainance will be a great boon to the dynamics of a Finite game. Whole fleets (which cannot exactly be fleeted) can be hidden on planets or in Space Stations. Or would you use Satilites as your Space Stations and leave the whole Base hull class out of the game? One ECM, Sensor, or Relic will benifit a whole Rider stack. These would be Components with fleet-wide benifits on special E-War ships, I suppose. Perhaps you should increase their size so they take up the whole ship. All-in-all this sounds like it's going to be a great mod. Unique, challenging, a completely different game. |
Re: Highliner Mod - 1.04b - PBW Observations & Patch
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As for boarding - well, I hope that units can carry the boarding party component (I'm working on the assuption they can), so they can be used for boarding attacks on Highliners. But who ever heard of boarding party attacks on boarding party pods? Again, it sort of fits the scale I had in mind. Quote:
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
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Also, if I recall correctly, nothing will Ram a conventional Fighter in Strategic Combat. I could be wrong on that, but I'm pretty conventional Ships will not Ram conventional Fighters. I don't think conventional Fighters will Ram other conventional Fighters either. In addition to seeing this mod in action, I look forward to hearing your report or what did, and did not, work for Units. A boundary-pushing mod like this is likely to pin down a whole lot of SE IV mod limitations. Even if these limitations have be discovered before, you'd have them all right here, in one place. Please let us know what you are unable to use on your over-sized Units. |
Re: Highliner Mod - 1.04b - PBW Observations & Patch
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
I hope you wade your way through all the limitations because this mod is a great idea. I too really loved the whole idea of the massive jumpships hold a dozen or so dropships in the battletech universe.
It would be really cool if you could make a component that would need to be charged before you could use a warp point. If you gave it a 10 turn recharge rate, then you could really simulate the battletech jump ships. "Um, ok we are here, but the enemy has overwhelming force. We need to leave but we have to wait a year? Were are dead meat." Simulating the realistic dropship movement of constant acceleration followed by constant deceleration would be harder. |
Re: Highliner Mod - 1.04b - PBW Observations & Patch
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[ June 13, 2003, 21:27: Message edited by: Imperator Fyron ] |
Re: Highliner Mod - 1.04b - PBW Observations & Patch
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
Units can cloak. The problem, as of the Last time I tested it, is they STAY cloaked, and won't uncloak.
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
Weeeellll, shoot! Just going over the thread from front to back , here's everything that won't work in units...
Colony Components - This is a pain, but an increase in the components' size requirements and staying with Highliners fits in the Mod's general theme anyways, so no big deal. Cargo - A major pain. No troop transport Riders, no Mine/Satellite/etc Layers, etc.; but given the logical [program-code wise] problems of a unit 'in cargo' carrying cargo, understandable. Boarding Party Component - This sucks big time. And given the consistent idea of Boarding Pods in SciFi - the ones in B5 come to mind immediately - almost inconceivable. This goes to the SEV Request thread at once. Well, as a great Air Force pilot has said, we haven't come this far to just drop this thing in the drink! So, the (albeit imperfect) interim solution I have in mind is this - a "workhorse" Highliner that has the docking bay requirement dropped to 25%. It will only come in the smallest size (1000ktons) and be intended for the sorts of things I wanted specialized Riders to do, but am barred from doing so by the program code. So drop the percentages for the data files back a few points while I rework these latest glitches, and keep your fingers crossed... EDIT - and now Phoenix comes with the bad news that cloaking is buggy too. http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon8.gif Well, in that case, I may just totally drop that tech line and simply beef up the ECM/ECCM limb of the tech tree. [ June 14, 2003, 02:21: Message edited by: General Woundwort ] |
Re: Highliner Mod - 1.04b - PBW Observations & Patch
(climbs back out of the datafile salt mines, wipes brow)
OK, here's how it stands. Cargo, cloak, boarding parties, and colony tech have been ruled "right out" for units. So, here is what I have my Riders ("fighters") able to carry at this moment... - Scanner Jammer (in armor) - Medical Bays - Mine Sweepers - Remote Miners - Armor, Shields, & Weapons of all sorts not Banned above - ECM - ECCM - Ship Control - Life Support - Crew Quarters The Last batch of changes, plus the results of some research I did in other threads re: AI design, has put me back a bit in my status report... CURRENT STATUS Data files - 99% completed (pending proofread) AI/race files - 0% (basically starting from scratch) Image files - 100% (This at least seems foolproof http://forum.shrapnelgames.com/images/icons/tongue.gif ) Mod Readme - updated on a few points, most importantly with an acknowledgement of the aid and advice given on this thread. http://forum.shrapnelgames.com/images/icons/icon10.gif (wipes hands, trudges back into the saltmines) EDIT - link to old Version of Mod Readme removed, go upthread for latest Version [ June 21, 2003, 02:55: Message edited by: General Woundwort ] |
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