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

General Woundwort June 15th, 2003 10:43 PM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
The AI changes are coming along faster than anticipated, but there's still a ways to go...

CURRENT STATUS

Data files - 99% completed (pending proofread)

AI/race files - 15% (default AI in work - then conVersion of all 20 races http://forum.shrapnelgames.com/image...s/rolleyes.gif )

Image files - 100%

EDIT - Also, this marks my official promotion as Sergeant. I actually passed it this morning, but I still had to sew my third stripe on. http://forum.shrapnelgames.com/images/icons/icon12.gif

[ June 15, 2003, 21:45: Message edited by: General Woundwort ]

Fyron June 16th, 2003 12:21 AM

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

Isn't that what the "Combat Fighter Group Amount" lines in the Settings and Strageiges files does?
<font size="2" face="Verdana, Helvetica, sans-serif">No. That has to do with how many get launched in a group in combat, not with how many can be in a stack. Also, it gets overridden by the strategy that ships are using, so it is a useless feature (except maybe for planets, but I think there are settings in the AI files so that AIs do not use the line from Settings.txt either...).

Quote:

- Scanner Jammer (in armor)
<font size="2" face="Verdana, Helvetica, sans-serif">Scanner Jammers only work outside of combat, and I don't think you can even click on an individual enemy fighter on the strategic map when they are in a group.

Quote:

- Auxiliary Control
<font size="2" face="Verdana, Helvetica, sans-serif">Units do not take damage to components, it is all dead or all alive. So, things like Aux Control are meaningless. They can not lose their "bridge" unless the fighter is destroyed.

[ June 15, 2003, 23:27: Message edited by: Imperator Fyron ]

General Woundwort June 16th, 2003 12:57 AM

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

Originally posted by Imperator Fyron:
["Combat Fighter Group Amount"] has to do with how many get launched in a group in combat, not with how many can be in a stack. Also, it gets overridden by the strategy that ships are using, so it is a useless feature (except maybe for planets, but I think there are settings in the AI files so that AIs do not use the line from Settings.txt either...).
<font size="2" face="Verdana, Helvetica, sans-serif">Well, combat is gonna be interesting then... http://forum.shrapnelgames.com/images/icons/shock.gif

Quote:

Scanner Jammers only work outside of combat, and I don't think you can even click on an individual enemy fighter on the strategic map when they are in a group.

Auxiliary Control -Units do not take damage to components, it is all dead or all alive. So, things like Aux Control are meaningless. They can not lose their "bridge" unless the fighter is destroyed.

<font size="2" face="Verdana, Helvetica, sans-serif">More minor points, but it will allow me to trim some stuff from the Components file.

Thanks for the input. I know I'm plowing ground that has been plowed before, and I appreciate the insights from the more experienced.

General Woundwort June 16th, 2003 01:27 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
[Surfs by NASY for an update.

Reads what happened to CPT Kwok. http://forum.shrapnelgames.com/images/icons/shock.gif

Comes back to forums and reads ST Mod thread. http://forum.shrapnelgames.com/images/icons/icon9.gif

Turns slightly pale. http://forum.shrapnelgames.com/images/icons/shock.gif

Digs up zipdiscs and starts backing up the Highliner files like there's no tomorrow...]

narf poit chez BOOM June 16th, 2003 09:57 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
what?

General Woundwort June 17th, 2003 12:31 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
The default AI changes are done - and I hope that they will make the single-player Version at least tolerable until more experienced players can give their input.

CURRENT STATUS

Data files - 100% completed (but still mulling over how to tweak Torpedoes)

AI/race files - 20% (default AI done http://forum.shrapnelgames.com/images/icons/icon10.gif - now comes converting all 20 stock races http://forum.shrapnelgames.com/image...s/rolleyes.gif )

Image files - 100%

General Woundwort June 19th, 2003 01:12 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
All the beacons of our worlds are lit up in celebration! http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif The data file changes are done, the AI's have been updated, and the game open has been run without any nasty error Messages cropping up! Now comes the acid test - a series of trial runs to Last at least through this weekend to test game play, AI adaptation, and search for any lurking bugs. Further progress reports will be posted as the Highliner Mod comes to life.

narf poit chez BOOM June 19th, 2003 08:20 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
make torpedoes large, inacurate and powerfull.
my $0.02

Taz-in-Space June 19th, 2003 08:27 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
Will there be an open Beta test? Can Taz play too?? http://forum.shrapnelgames.com/image...s/confused.gif

Come-on... You don't want to see a grown Taz beg... I mean you really DON'T!!!! http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron June 19th, 2003 09:02 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
There is method to my madness. If my hard drive fails, I will lost at most a few minor changes to Adamant. http://forum.shrapnelgames.com/images/icons/icon12.gif

*begins dicing onions right next to Taz*

[ June 19, 2003, 08:03: Message edited by: Imperator Fyron ]


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