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-   -   StarFire Mod v-Beta 2 (http://forum.shrapnelgames.com/showthread.php?t=11210)

President_Elect_Shang February 13th, 2004 05:47 AM

Re: StarFire Mod v-Beta 2
 
I am off to bed but I just wanted to post that I tested the XO weapon tonight in combat and� HA-HA-HA I love this thing!

Growltigger February 13th, 2004 05:07 PM

Re: StarFire Mod v-Beta 2
 
Hmmm, Wubbles, I think you are bordering dangerously on the realms of self-abuse

President_Elect_Shang February 13th, 2004 05:45 PM

Re: StarFire Mod v-Beta 2
 
BLAST OFF! Beta testers enjoy! Mr Floppy read your message.

Read the new one.

[ February 13, 2004, 15:48: Message edited by: President Elect Shang ]

Dawn Falcon February 14th, 2004 12:15 AM

Re: StarFire Mod v-Beta 2
 
If you sent it to me by email earlier today, probly have to resent. I lost about 10 emails to a bug.

President_Elect_Shang February 14th, 2004 12:32 AM

Re: StarFire Mod v-Beta 2
 
Dawn Falcon I shot you a message.

President_Elect_Shang February 18th, 2004 05:07 AM

Re: StarFire Mod v-Beta 2
 
I just wanted to bump my own thread and take a moment to put out some info. The beta testing is going well and we have advanced some ideas (thanks Dawn Falcon) that should bring the game closer to cannon and at the same time increase the fun of playing.

Thanks again to everyone who is pitching in and of course to any who are on the sidelines cheering us (Dan K and myself) along to a successful completion and launch of the non-AI Version. Terrain C and Magnum how are you two doing?

Dieter February 19th, 2004 02:16 AM

Re: StarFire Mod v-Beta 2
 
Fellow members (and others) of the Starfire Mod for SE4G ...

Let me introduce myself ... my name is Dieter and I am (unfortunately) a bit of a late-comer to this little group of "testers" ... personal issues (including work) have prevented me from joining this Forum until now ... hopefully I have not missed too much ...

I'm an old-timer to Starfire, still owning the original "pocket" Versions of the game (and all the revisions/expansions since then) -- but I am rather unfamilar with the SE4G gaming system, something I hope to remedy in the near future ... in preparation for this little venture, I down-loaded the "demo" Version of SE4G a couple of weeks ago and then played a half a dozen "scenarios" or so (not sure what to call a 100-turn max game) ... then recently acquired a full blown Version which has been loaded, but not yet cristened (sp?) ...

I do have a couple of quick questions, to make sure we (especially me) are all on the same page ...

I realize this is an attempt to make SE4G look/feel like Starfire ... at least within the limitations presented by SE4G ...
And from scanning the current 10+ pages of Posts for this Formum, I gather that we are using the 3rdR Version of Starfire, as modified by the UTM ...

Question #1 ... how far are we going to attempt to take the testing ??? (i.e. to what tech level)
Question #2 ... are there at this time any items that are going to be excluded from the testing (i.e. because they are impossible to emulate )

I hope to get all the "mod" patches installed by this weekend and be able to start posting valid remarks soon there after ... in the mean time, it sounds (from the current Posts) that things are coming along nicely ...

(appologies for the rather lenghty post)

-Dieter

President_Elect_Shang February 19th, 2004 03:30 AM

Re: StarFire Mod v-Beta 2
 
Welcome aboard Dieter and I am glad that you have made it. Let me start by saying there is a vote out for the Beta testers (all the details are in the ballot) and I will send it to you as soon as I get this post up. Just answer the best you can on the parts you are able to. Now for your questions:

1) The Mod is set up to take us to HTL18, please note that due to the limitations of SE4G the levels of Pre-IND and IND1 have been eliminated. The IND2 tech level has been combined into HTL1. I have converted over as much of the systems from the UTM 1.1 that I could.

2) Yes, unfortunately not all items could be converted and it would be easier for me to send you the Mod when you are patched up than to list them here. Included in the Mod is a �For information Only� text that lists all of the systems that have been included.

Once again welcome on board and I am happy to see you. If you need any help just reply to the email address in the letter I am about to send you. And remember the point of the Mod is to catch the flavor, not be a perfect mimic.

Dan Kochheiser February 19th, 2004 05:10 AM

Re: StarFire Mod v-Beta 2
 
Welcome aboard Dieter!

I have been around Starfire for that long too!

What's your name on the SF list? I think You'll recognize mine if you have been around it for ANY length of time...<BG>

I also am checking out SEIV for the first time. So don't think you can't add much. Apparently my lack of knowledge lets me think in diferent directions.

Dan K

President_Elect_Shang February 19th, 2004 06:06 AM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by Dan Kochheiser:
Welcome aboard Dieter!

I have been around Starfire for that long too!

What's your name on the SF list? I think You'll recognize mine if you have been around it for ANY length of time...<BG>

I also am checking out SEIV for the first time. So don't think you can't add much. Apparently my lack of knowledge lets me think in diferent directions.

Dan K

<font size="2" face="sans-serif, arial, verdana">LOL... I would not put it that way.

Dan Kochheiser February 20th, 2004 01:38 AM

Re: StarFire Mod v-Beta 2
 
Hey Wubbles,
There are some that say that I lack enough common sense to to think normally...let alone abnormally! http://forum.shrapnelgames.com/images/icons/icon10.gif

Dan K

Dieter February 20th, 2004 03:25 AM

Re: StarFire Mod v-Beta 2
 
Hiya Dan ...
Yes ... I have been around the SF list almost from the beginning, and yes I do recognize your name ... you are one of the more "prolific" members on the list (that's a good thing by the way) ... on the list, I use my Yahoo Id which is drohfleisch ... and unfortunately, I have not been very active there either -- again due mainly to work ... mostly I've been limited to just reviewing what goes on ...

And I would agree with our leader of this here little group ... from my scanning of the forum so far, your contribution has so far has been significant ... hopefully, I will soon be able to follow in your foot-steps ... http://forum.shrapnelgames.com/images/icons/icon12.gif

-Dieter
Quote:

Originally posted by Dan Kochheiser:
Welcome aboard Dieter!

I have been around Starfire for that long too!

What's your name on the SF list? I think You'll recognize mine if you have been around it for ANY length of time...<BG>

I also am checking out SEIV for the first time. So don't think you can't add much. Apparently my lack of knowledge lets me think in diferent directions.

Dan K

<font size="2" face="sans-serif, arial, verdana">

[ February 20, 2004, 01:33: Message edited by: Dieter ]

President_Elect_Shang February 20th, 2004 05:18 AM

Re: StarFire Mod v-Beta 2
 
I wouldn�t call myself the leader, which would imply sole control. Dan K is my co-author; did you get the ballot in the email? I have not received it back yet. I will send out a reminder to those who have not replied.

Dan Kochheiser February 20th, 2004 01:45 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by Dieter:
Hiya Dan ...
Yes ... I have been around the SF list almost from the beginning, and yes I do recognize your name ... you are one of the more "prolific" members on the list (that's a good thing by the way) ... on the list, I use my Yahoo Id which is drohfleisch ... and unfortunately, I have not been very active there either -- again due mainly to work ... mostly I've been limited to just reviewing what goes on ...

And I would agree with our leader of this here little group ... from my scanning of the forum so far, your contribution has so far has been significant ... hopefully, I will soon be able to follow in your foot-steps ... http://forum.shrapnelgames.com/images/icons/icon12.gif

-Dieter

<font size="2" face="sans-serif, arial, verdana">You are who I thought you were. And thanks for the 'kind' words.

And Wubbles, you started this! http://forum.shrapnelgames.com/images/icons/shock.gif That makes you the closest thing to a leader we have!
Enjoy!
http://forum.shrapnelgames.com/images/icons/icon12.gif

Dan K

President_Elect_Shang March 4th, 2004 11:29 PM

Re: StarFire Mod v-Beta 2
 
Yes this project is still alive; I am almost finished with and about to release Beta Build 2. Unfortunately there are far too many changes to mention here, I just wanted to bump the thread and let anyone who is interested know what the status is.

DemoMonkey March 4th, 2004 11:32 PM

Re: StarFire Mod v-Beta 2
 
Are you having any compatability problems with V1.91?

President_Elect_Shang March 5th, 2004 06:05 AM

Re: StarFire Mod v-Beta 2
 
None, and I am happy to say that Build 2 is ready to roll out for testing. I am just waiting on one final suggestion to be reviewed.

Dieter March 5th, 2004 09:47 PM

Re: StarFire Mod v-Beta 2
 
For the "newbies" (that's me, myself, and I) can you either send or post detailed instructions on what needs to be done to implement the new Build when it is available ... I'm no computer slouch, but I still need instuctions for my first attempt ...

(yes ... I am going against my "macho" tendencies and "asking for directions" ... my wife will NEVER believe it)

-Dieter
Quote:

Originally posted by President Elect Shang:
None, and I am happy to say that Build 2 is ready to roll out for testing. I am just waiting on one final suggestion to be reviewed.
<font size="2" face="sans-serif, arial, verdana">

President_Elect_Shang March 10th, 2004 04:49 AM

Re: StarFire Mod v-Beta 2
 
So first of all let me announce the launch of my first website. It is dedicated to my family and to the games StarFire and SE4G as well as my Mod. Take a few moments to browse it and give me some feedback. If I may say so myself it is not bad for a person that as of two days ago could not tell you what a parent or child page was. In that short of a time I went from knowing nothing to getting my first site up and running. As time goes by I may add some more to it but for now I think that I am done.

I have included a page for the status of the StarFire Mod but to give the Beta testers a little more info here is what is happening. All of the major revisions are done; the hold up for the release of Build 2 is that with the changes implemented for point defense weapons I decided to have a second look into the missile type weapons. From there I have brought them much closer to cannon. So now the new missile weapons need to be added in. You will also notice that before you were getting some of the special warhead types free of charge, forget it! With Beta Build 2 you will have to research and add them onto the new launchers and PAY for them! As a Last note to avoid some of the confusion that happened Last time, when I released Build 1, you will need to download the Beta Build 2 from my site. I will still send out patches for the build over email, this is only because like Last time, I will not bother to accumulate several fixes before I put out a patch. Unless it is a minor fix I will make every effort to keep all of you up to date.

And don't worry Dieter, I will make this as easy as pie! Sorry it took me so long to reply. http://forum.shrapnelgames.com/images/icons/icon10.gif

[ March 10, 2004, 02:51: Message edited by: President Elect Shang ]

DemoMonkey March 10th, 2004 06:47 PM

Re: StarFire Mod v-Beta 2
 
Shang

An excellent first site. Much better than I could do.

Now get back to work on the mod! Those of us who aren't Beta testers are waiting!

President_Elect_Shang March 10th, 2004 09:40 PM

Re: StarFire Mod v-Beta 2
 
There you go; StarFire Mod Beta Build 2 is ready for download from the download page of my website. Make sure you have patched to the latest Version of SE4G (patch 4) from the Malfador website. Also I use WinRar as my compression tool so I have included it for download. There are simple instructions beside the link but should you need more detailed ones my address is at the bottom of the download (and most every other) page. I have also decided to open this for anyone who wants to try it out, I feel that I am close enough to finalizing the Mod as Version 1 and want a wider audience. Link to my website is below in my signature block. Enjoy!

How was that for turn around time DM?

Fyron March 10th, 2004 09:47 PM

Re: StarFire Mod v-Beta 2
 
You can always add the 50 KB SFX module, so that people will not have to download WinRar. They should still do so, but it is not strictly necessary. http://forum.shrapnelgames.com/images/icons/icon12.gif

President_Elect_Shang March 10th, 2004 10:28 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by Imperator Fyron:
You can always add the 50 KB SFX module, so that people will not have to download WinRar. They should still do so, but it is not strictly necessary. http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="sans-serif, arial, verdana">I do not know about this, can you feel me in please?

[ March 10, 2004, 20:28: Message edited by: President Elect Shang ]

President_Elect_Shang March 11th, 2004 12:48 AM

Re: StarFire Mod v-Beta 2
 
Just in case someone downloaded it already, please go back and do it again. There was a hic-up that I did now about. This new download works fine.

[ March 10, 2004, 22:48: Message edited by: President Elect Shang ]

DemoMonkey March 12th, 2004 03:01 AM

Re: StarFire Mod v-Beta 2
 
Shang

Downloaded the mods and winrar. Extracted the file, and it created a "Starfire Mod" folder. Cut and pasted the folder into my SEIVG folder. (I am using Vi,91). Launched the "SEIV Launcher" utility and picked the Starfire Mod. Game loads and begins normally.

BUT...

it's a "vanilla" game of SEIV. Nothing changed, no modifications of any sort.

Help?

DemoMonkey March 12th, 2004 03:04 AM

Re: StarFire Mod v-Beta 2
 
This is all after you fixed your "hiccup".

President_Elect_Shang March 12th, 2004 05:30 AM

Re: StarFire Mod v-Beta 2
 
Hum, I followed the exact same steps that you outlined below and it worked just fine. The problem must be in the Mod launcher. I am using Version 2.25. Are you sure that yours is Vi,91 or did you mean V 1.91. The older Version had some problems and this might be one of them. Let me know and I can always add Version 2.25 to the �Downloads� page.

Also since we are on the subject there is one patch to fix a minor but irritating problem, I will update the site later tonight. You will find the patch on the �SE4G Page� when it is ready. Sorry it took so long to get back to you, I will try to get more regular about checking the Forum. In the future you can always use the email address at the bottom of the �Downloads� page to reach me quicker.

Imperial March 12th, 2004 06:28 AM

Re: StarFire Mod v-Beta 2
 
Heh great first site--like the pics of the kids-- always cool to see a proud family man show off http://forum.shrapnelgames.com/images/icons/icon7.gif

President_Elect_Shang March 12th, 2004 07:35 AM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by Imperial:
Heh great first site--like the pics of the kids-- always cool to see a proud family man show off http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">Thanks, I appreciate the positive feedback, but I would like negatives too, helps me to improve.

DemoMonkey March 12th, 2004 04:47 PM

Re: StarFire Mod v-Beta 2
 
Shang

I applied the "Windows" fix. Shut everything down, rebooted, and started over. Surprise, now it works.

Could we get an idea of what ISN'T currently in the mod? I don't want to start bringing up "bugs" when it's actually just features that haven't been implemented yet, or are still being worked on.

Though it does seem surprisingly easy to win. What with the AI never building any ships, and all.

President_Elect_Shang March 12th, 2004 05:30 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by DemoMonkey:
Shang

I applied the "Windows" fix. Shut everything down, rebooted, and started over. Surprise, now it works.

Could we get an idea of what ISN'T currently in the mod? I don't want to start bringing up "bugs" when it's actually just features that haven't been implemented yet, or are still being worked on.

Though it does seem surprisingly easy to win. What with the AI never building any ships, and all.

<font size="2" face="sans-serif, arial, verdana">LOL, I bet it is! If you head over to my web site and click "SE4G Page" then click "StarFire Mod" you will see a chart with the current status, that will also tell you why you are always winning unchallenged.

In short the AI has not been implemented yet, I can�t until I am ready for Version 1.0.

[ March 12, 2004, 15:32: Message edited by: President Elect Shang ]

President_Elect_Shang March 23rd, 2004 04:37 PM

Re: StarFire Mod v-Beta 2
 
Sigh It seems my Beta testers have disappeared, I am left to work on this alone. Oh well, I will finish it. At least I still have help with the Ship sets, knock on wood. However I have not received word back about the splash screen� Sigh

TerranC March 23rd, 2004 11:46 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by President Elect Shang:
However I have not received word back about the splash screen� Sigh
<font size="2" face="sans-serif, arial, verdana">When would you like it?

[ March 23, 2004, 21:46: Message edited by: TerranC ]

Atrocities March 24th, 2004 12:02 AM

Re: StarFire Mod v-Beta 2
 
I can help beta test it if you like. No garrentees that I any good at it though. http://forum.shrapnelgames.com/images/icons/icon7.gif

The Canuck March 24th, 2004 02:19 AM

Re: StarFire Mod v-Beta 2
 
id also be happy to help beta test... but i cant find the d/l for the mod

Fyron March 24th, 2004 04:18 AM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by President Elect Shang:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Imperator Fyron:
You can always add the 50 KB SFX module, so that people will not have to download WinRar. They should still do so, but it is not strictly necessary. http://forum.shrapnelgames.com/images/icons/icon12.gif

<font size="2" face="sans-serif, arial, verdana">I do not know about this, can you feel me in please? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Open an archive, in WinRar, click on Commands menu, then select Convert Archive to SFX. SFX stands for self extracting. This will create an executable instead of the .rar, which will have the necessary algorithms to extract itself. It can still be opened in WinRar (or nearly any non-WinZip archive utility) like a normal archive.

abc March 24th, 2004 12:40 PM

Re: StarFire Mod v-Beta 2
 
Hi

I would like to help test the mod, too.

I downloaded it some time ago. Here are some points I noticed:

-Supplies:
I think the supply usage is too low. My ships can explore the whole universe without resupply.

I tested the supply usage of fighters with fuel pods yesterday. The range of my fighters was much higher than 12. They used 3 supply points per turn, iirc.

-Events:
No medical bay component and a plague event is a baaaaad combination http://forum.shrapnelgames.com/images/icons/icon12.gif

-Suicide Fighters:
No warhead component for fighters?? Why not? Suicide Gunboats and Shuttles sound like a good idea http://forum.shrapnelgames.com/images/icons/icon7.gif (yup, I read the books)

-PDC:
There are no Life Support or Living Quarter componets for PDCs (at least in my data files)

That was all I can remember right now. I found a few errors (a size of 2kt instead of 20, for example), but i can't remeber the exact component right now

[ March 24, 2004, 10:42: Message edited by: abc ]

President_Elect_Shang March 24th, 2004 04:45 PM

Re: StarFire Mod v-Beta 2
 
TerranC: You can do the splash screen also? You ARE the MAN! I didn�t want to ask you for it as I still feel guilty about having you do the ship sets by yourself. I am still trying to digest that DOGA file you sent. My hat is off to you and all of the ship set makers, I never realized how much work goes into creating even one ship until you sent that file. I will take it as soon as you can get it out.

Atrocities: Please do if you have the time. I want this Mod to be playable and fun for the non-initiated, if it is not than I have come up short and need to adjust it. Note: read the Last comments below.

The Canuk: If you click the link in my signature you will see a button for the �Downloads� page, mid-way down on it you will see the Beta Build 2. After installing it click over to the �SE4G� page and there you will see the first patch, install it and you are ready to play. Note: read the Last comments below.

abc:
Supplies: This was a hot issue during the revision to Beta Build 2. By [StarFire] cannon you can explore the whole galaxy without having to return to base. Your ships are considered refilled by the Commercial Freight Network (CFN) of your empire. It works well in the game but there are many other factors that affect it but can not be duplicated here. The other argument was that even in SE4G you could research the Quantum Reactor and do the same thing, mmm? There is a flaw in that logic�

Fighter Fuel Pod: Ack! What the heck? I put supplies in twice, thanks! Since my co-author and I are running campaign games we have not gotten fighter tech yet to test that one out. Good catch. It is fixed now and should provide speed 12 with an endurance of 2 without rest or refuel.

Medical Bays: Here is something known as Intrepid Explorers Disease. In the old SF it was an optional rule that could wipe out an entire colony. A microbe that was not considered harmful at first mutates into a deadly illness. I left the medical bays out to test players feelings on this, but I can add it back in at a later date.

Suicide Fighters: In the books, shuttles (many types) and gunboats where the main weapon of choice in this tactic. I could not Mod them in, in such a way to justify their expense as only ramming craft compared to the XO weapons. As for fighters they rammed but it was their missile load and the force of moving at a good portion of c that did the damage. I chose to leave them (fighter suicide weapons) out as the preferred tactic, even in the books, was to expend all ammo and then ram.

PDC: I did what? Again! Actually this is one of those minor details that slipped past during the change to Build 2. In the first Build they where not needed, then again there was only one size of PDC. I will fix that with the next patch.

2kt: That should be one of the Point Defense weapons, it is not a mistake. http://forum.shrapnelgames.com/images/icons/icon10.gif

Ok my fingers are getting tired so let�s wrap this up. By tonight I should have the next patch at my website. If you are already in a game and your favorite test empire is about to kill over take heart, this patch will break the game. You may have noticed that the �Box Missile Launcher� is an unbalanced component; it was left untouched as I had other plans for it that needed working out before implementing the changes. The next patch (vb2_2) will make these changes and should be out at my website tonight sometime.

[ March 24, 2004, 14:49: Message edited by: President Elect Shang ]

President_Elect_Shang March 25th, 2004 04:52 AM

Re: StarFire Mod v-Beta 2
 
The latest patch for the StarFire Mod is out. Just follow the link in my signature and click over to the SE4G page. You will not need to download the first patch as SF Mod vb2.2 includes the first one. If you need the base game you will still need to click over to my Downloads page to get it then install the latest patch. Have fun and thanks for giving it a test run.

abc March 25th, 2004 10:08 AM

Re: StarFire Mod v-Beta 2
 
I checked my notes for the tonnage error. It is still there in Patch 2.2

Name := Missile Box Launcher
Description := May fire up to 3 capital type missles.
Pic Num := 620
Tonnage Space Taken := 20
Tonnage Structure := 10

Name := Improved Missile Box Launcher
Description := May fire up to 4 capital type missiles.
Pic Num := 620
Tonnage Space Taken := 2
Tonnage Structure := 1

Check the PDC Box launcher, too. Same situation.

The enhanced drive missiles have point-defense as weapon type, but ships/planets as target. The weapon target should probably be seekers.

[ March 25, 2004, 08:48: Message edited by: abc ]

abc March 25th, 2004 04:10 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by President Elect Shang:
Supplies: This was a hot issue during the revision to Beta Build 2. By [StarFire] cannon you can explore the whole galaxy without having to return to base. Your ships are considered refilled by the Commercial Freight Network (CFN) of your empire. It works well in the game but there are many other factors that affect it but can not be duplicated here. The other argument was that even in SE4G you could research the Quantum Reactor and do the same thing, mmm? There is a flaw in that logic�
<font size="2" face="sans-serif, arial, verdana">How about increasing the supply usage of engines? Ships can still explore the whole galaxy, but they'll have to stop to resupply once in a while.

President_Elect_Shang March 25th, 2004 04:15 PM

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.

President_Elect_Shang March 25th, 2004 04:17 PM

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 ]

President_Elect_Shang March 25th, 2004 09:39 PM

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 ]

Growltigger March 26th, 2004 12:49 PM

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

President_Elect_Shang March 26th, 2004 04:48 PM

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.

gregebowman March 26th, 2004 07:56 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by President Elect Shang:
The latest patch for the StarFire Mod is out. Just follow the link in my signature and click over to the SE4G page. You will not need to download the first patch as SF Mod vb2.2 includes the first one. If you need the base game you will still need to click over to my Downloads page to get it then install the latest patch. Have fun and thanks for giving it a test run.
<font size="2" face="sans-serif, arial, verdana">I'm having trouble on your site to get to the d/l. All of the buttons on the left side are blank (actually, they show up as boxes), and the little hand symbol doesn't show up when I go over them with the cursor. Is there a trick to accessing your site?

President_Elect_Shang March 26th, 2004 08:03 PM

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.

Dan Kochheiser March 26th, 2004 08:37 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by President Elect Shang:
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.
<font size="2" face="sans-serif, arial, verdana">I know that the hand thing has to do with the Mouse Over command. So you might want to look at that. I made a mouse over once that just changed the buttons from blue to red....

Dan K

President_Elect_Shang March 26th, 2004 09:11 PM

Re: StarFire Mod v-Beta 2
 
Dan K, this isn't the problem you were having right? It was worse.


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