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-   -   Pointer Mod -- v1.2 Released (http://forum.shrapnelgames.com/showthread.php?t=21569)

Atrocities January 14th, 2005 09:33 PM

Re: Pointer Mod
 
Quote:

Urendi Maleldil said:
AI success!!

The AI is now puttering aroung the galaxy, exploring, and doing what the AI does. They handle resources poorly and their tactical prowess is atrocious, but they work.



Welcome to my world. I tell you if I could get the damn Ai to work right, I would kiss them.

Fyron January 15th, 2005 04:20 AM

Re: Pointer Mod
 
This is because it has the same family number as a ship component. You must _never_ have the same family numbers on such families of vehicle-specific components. The AI is very stupid and interprets that Scout Infantry as the most advanced Version of the family of components that it really wants to use on the ship.

This problem will also manifest itself in some very quirky upgrade bugs.

Urendi Maleldil January 17th, 2005 06:12 PM

Re: Pointer Mod
 
New updates. The next release we'll call "Version 1.0." Yes. I know the Last Versions were all called "Version 0.9" but I'm not a programmer and usually don't pay attention to things like that. I want to clean a fe more things up for "Version 1.0." Then we'll start a PBW game to test everything out. I think I figured that PBW thing out. Just let me know what ship set you want to use and I'll put them in the mod for the PBW game.

Here are the latest updates. Drones are now more like ordinance.

1/16/05
added drone mounts
reduced size of Drones and Tactical Drones
renamed Drone Launcher to Drone Magazine
changed cargo capacity of Drone Magazine to match new drone sizes
reduced size of Drone Computer Core
fixed scale mounts (wasn't with Antimatter Impulse Engine)
increased size of 2150kt Baseship hull
added specialty mounts for use on ships that use normal weapon sizes
changed "Vehicle List Type Override" to "Vechicle List Type Override" (the correct spelling doesn't work, but the typo does)
removed Motivation Unit (my Version was dumb anyway)
removed Scout Infantry (was showing up on ship, base, sat, and weapon platform AI designs for some reason)

Urendi Maleldil January 18th, 2005 06:55 PM

Re: Pointer Mod
 
1 Attachment(s)
Here's the Version 1.0 update. There are only two AI races that work and I haven't converted the Default AI or the Neutrals, so stick with multiplayer for now unless you just want to explore the mod. You'll need the latest Version of the Image Mod, the Neo-standard, and Fyron's Quadrant Mod Deluxe installed to your normal SE4 directory.

1/18/04
added Engineering Replicator II-V
reduced size of all Electronics to 1/3
removed Fighter and Drone Electronics mounts (no longer needed)
added "Vehicle Size Maximum := 99" to Fighter mounts

Post here if you want to participate in the PBW game. Let's see how many players we'll have.

Ed Kolis January 18th, 2005 07:57 PM

Re: Pointer Mod
 
Mesa do! Mesa do! http://forum.shrapnelgames.com/images/smilies/wink.gif

Ed Kolis January 18th, 2005 11:26 PM

Re: Pointer Mod
 
Quote:

Imperator Fyron said:
Your mod needs Savegame and Empires folders...

No it doesn't. First thing I do every time I download a mod is delete the savegame folder - I don't like saving all my PBW turns to different places depending on which mod my game happens to be using http://forum.shrapnelgames.com/image...ies/tongue.gif http://forum.shrapnelgames.com/images/smilies/wink.gif

edit: crap, I replied to a post on the FIRST page of the thread http://forum.shrapnelgames.com/image...s/rolleyes.gif

Fyron January 19th, 2005 01:26 AM

Re: Pointer Mod
 
Quote:

Ed Kolis said:
Quote:

Imperator Fyron said:
Your mod needs Savegame and Empires folders...

No it doesn't. First thing I do every time I download a mod is delete the savegame folder - I don't like saving all my PBW turns to different places depending on which mod my game happens to be using http://forum.shrapnelgames.com/image...ies/tongue.gif http://forum.shrapnelgames.com/images/smilies/wink.gif

edit: crap, I replied to a post on the FIRST page of the thread http://forum.shrapnelgames.com/image...s/rolleyes.gif

Indeed you did. Didn't we already talk about this anyways? Just because you are weird doesn't mean the mod doesn't need Savegame and Empires folders. http://forum.shrapnelgames.com/images/smilies/wink.gif

edit: I am certain that was some horrible butchery of the English language I just performed there... oh well.

Urendi Maleldil January 19th, 2005 07:04 PM

Re: Pointer Mod
 
How about I make a special release of the Pointer Mod without the save game folder and call it "The Pointer Mod: Ed Kolis's Special Edition?"

Meanwhile, if you want in on the PBW game I need to know what ship set you'll be using so I can create a directory for it in Pictures\Races.

Ed Kolis January 19th, 2005 07:51 PM

Re: Pointer Mod
 
http://forum.shrapnelgames.com/image...ies/tongue.gif http://forum.shrapnelgames.com/image...ies/tongue.gif http://forum.shrapnelgames.com/image...ies/tongue.gif http://forum.shrapnelgames.com/image...ies/tongue.gif http://forum.shrapnelgames.com/image...ies/tongue.gif http://forum.shrapnelgames.com/image...ies/tongue.gif http://forum.shrapnelgames.com/image...ies/tongue.gif http://forum.shrapnelgames.com/image...ies/tongue.gif

No, you don't need to create a directory for it in Pictures\Races - I can just delete that too and the stock directory with my whole shipset collection will be used http://forum.shrapnelgames.com/images/smilies/wink.gif

Unless some players are planning on missing their turns and want a special AI running on PBW??? http://forum.shrapnelgames.com/image...ies/tongue.gif

Urendi Maleldil January 20th, 2005 04:02 PM

Re: Pointer Mod
 
I studied the PBW FAQ a little more. I think I understand now. I'll set up the game as soon as the admins instal The Pointer Mod onto the PBW system.


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