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

General Woundwort June 24th, 2003 02:27 AM

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

Originally posted by Imperator Fyron:
Units do not have an "armor" layer. Armor components on a unit simply add to the HP total, nothing more. Armor skipping weapons do not skip armor on a unit, as there is no "armor" to skip. http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">So regenerating armor on a unit would essentially be "regenerating HPs", at least for the HPs contributed by the armor - assuming that it even works in units (which is a dangerous assumption in SEIV as I've found...) http://forum.shrapnelgames.com/image...s/rolleyes.gif

Loser June 24th, 2003 02:45 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
How'd that test come out?

General Woundwort June 24th, 2003 03:07 AM

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

Originally posted by Loser:
How'd that test come out?
<font size="2" face="Verdana, Helvetica, sans-serif">I'm still going through the simulator to find out how/if shield regenerators and special armors work. It's not as easy to track as you might think (even with only 2 Riders designed just for that particular combat scenario).

On the brighter side, one thing I have found out that works in units are planetary bombardment weapons. One Omega Rider (500ktons) armed with 10 Plasma Bomb Vs depopulated a homeworld in one salvo. http://forum.shrapnelgames.com/images/icons/shock.gif

Mathias_Ice June 24th, 2003 06:26 AM

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

Originally posted by General Woundwort:
I assume you're talking about the Image and Neo-standard Mods I reference, right?
<font size="2" face="Verdana, Helvetica, sans-serif">Okay I'll give that a shot, I didn't know you had to install a second SEIV install, I was hoping I could just copy two (or more) of the type of mods you are referring to into one folder and pick that mod from the Mod Picker program. I tried my method with TDM and FQM and it didn't work. So, not to sound like an idiot, but you are saying I need to make a second full install of SEIV, correct?

[ June 24, 2003, 05:32: Message edited by: Mathias_Ice ]

narf poit chez BOOM June 24th, 2003 06:31 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
i think some-one could do a cat-in-a-hat with the armor-skipping rounds and non-armor hps, but i've got a slight headache and i'm tired.

*hah! your tired! try eighteen*

*annoying eighteen-wheeler*

does anybody know what you call a pickup-truck with eighteen pigs in the back?

[ June 24, 2003, 07:02: Message edited by: narf poit chez BOOM ]

Fyron June 24th, 2003 07:47 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
Mathias Ice, the Neo-standard does not require you to install anything special. All that that means is that if you use a ship set that has extra images in it, they will be used in-game in the Highliner mod.

For the Image Mod, you can (and should) install it into the default Pictures folder.

You do not need to have a second install of SE4.

Fyron June 24th, 2003 10:06 AM

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

I'm still going through the simulator to find out how/if shield regenerators and special armors work.
<font size="2" face="Verdana, Helvetica, sans-serif">I am 90% certain that none of them work on units.

General Woundwort June 24th, 2003 11:22 AM

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

Originally posted by Imperator Fyron:
You do not need to have a second install of SE4.
<font size="2" face="Verdana, Helvetica, sans-serif">Yes, this is true. I was thinking of the way I run SEIV in my computer (I have separate installs for PBW, Highliner, and the game I play and tweak for my own use). I have a 30 GB harddrive and am only using 5 so far, so space is not an issue for me - and I don't have to worry about that "shifting mods" nonsense. http://forum.shrapnelgames.com/images/icons/icon12.gif

General Woundwort June 24th, 2003 11:25 AM

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

Originally posted by Imperator Fyron:
I am 90% certain that none of them work on units.
<font size="2" face="Verdana, Helvetica, sans-serif">You're probably right. I'll more than likely trim them from the Unit tech tree completely next iteration. But wait... don't some of the racial tech traits have special unit armor?

General Woundwort June 24th, 2003 11:27 AM

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

Originally posted by narf poit chez BOOM:
i think some-one could do a cat-in-a-hat with the armor-skipping rounds and non-armor hps, but i've got a slight headache and i'm tired.

*hah! your tired! try eighteen*

*annoying eighteen-wheeler*

does anybody know what you call a pickup-truck with eighteen pigs in the back?

<font size="2" face="Verdana, Helvetica, sans-serif">DONKEY - So, are there any mice up there?

SHREK - Well, there's Narf, The Small... and Annoying. http://forum.shrapnelgames.com/images/icons/tongue.gif


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