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

General Woundwort June 7th, 2003 04:50 PM

Highliner Mod - 1.04b - PBW Observations & Patch
 
I'm in the midst of my first really ambitious SEIV project - the Highliner Mod. I'm posting the current readme file below to convey the general concept of the mod. Your feedback is very much appreciated.

CURRENT STATUS...

Data files - 66% completed (components and facilities still in work, most other basic data files already completed or left unchanged)

AI/race files - 10% (some changes made in generic AI files, others will follow once data changes complete)

Image files - 80% (intro screens complete, mini files for substitute highliner pics needed)

[see updated readme further up the thread]

[ August 28, 2003, 02:07: Message edited by: General Woundwort ]

JLS June 7th, 2003 05:15 PM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
I read the readme and I like most of the new concepts. http://forum.shrapnelgames.com/images/icons/icon12.gif

Sounds good;~ General Woundwort
http://forum.shrapnelgames.com/images/icons/icon7.gif

[ June 07, 2003, 16:17: Message edited by: JLS ]

Fyron June 7th, 2003 10:13 PM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
Only actual ships can drop troops. Ships can not be carried. So, your fighter/drone "system ships" can't invade planets. http://forum.shrapnelgames.com/images/icons/icon12.gif

Urendi Maleldil June 7th, 2003 10:16 PM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
Oooo. Your ships can land on planets. That's cool.

General Woundwort June 7th, 2003 10:35 PM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
CURRENT STATUS...

Data files - 70% completed (components and facilities still in work, most other basic data files already completed or left unchanged)

AI/race files - 10% (some changes made in generic AI files, others will follow once data changes complete)

Image files - 100% (intro screens and substitute highliner/worldship pics complete)

Quote:

Originally posted by Imperator Fyron:
Only actual ships can drop troops. Ships can not be carried. So, your fighter/drone "system ships" can't invade planets. http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Forgive me for being obtuse, but has this already been tried? If it has, I can still work around this limitation; but if it hasn't I'd like to see if it would work.

Fyron June 7th, 2003 11:53 PM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
Fighters can not land on enemy planets and can not travel through warp points. Ships can not be carried in cargo, and can not land on any planets. Troops can not exist in space at any time. They can only be in cargo, either on a ship or a planet (yours or an enemy's).

General Woundwort June 8th, 2003 12:11 AM

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

Originally posted by Imperator Fyron:
Fighters can not land on enemy planets and can not travel through warp points. Ships can not be carried in cargo, and can not land on any planets. Troops can not exist in space at any time. They can only be in cargo, either on a ship or a planet (yours or an enemy's).
<font size="2" face="Verdana, Helvetica, sans-serif">Granted. But my question is, can Fighters (my "Riders") have Cargo hold components and therefore carry cargo? Has that been tried?

[ June 07, 2003, 23:13: Message edited by: General Woundwort ]

Phoenix-D June 8th, 2003 12:18 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
It has, and it doesn't work. Cargo can't carry cargo.

General Woundwort June 8th, 2003 12:23 AM

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

Originally posted by Phoenix-D:
It has, and it doesn't work. Cargo can't carry cargo.
<font size="2" face="Verdana, Helvetica, sans-serif">http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/shock.gif

OK, this info helps. My thanks to you and Fyron. Bump the Data File status back a couple of percentage points while I redo some components...

[ June 07, 2003, 23:23: Message edited by: General Woundwort ]

General Woundwort June 8th, 2003 12:28 PM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
OK, so fighters can't carry cargo. That scotches my original Colonizer Rider idea... but there are ways around this sort of thing... http://forum.shrapnelgames.com/images/icons/icon12.gif

The changes made by Ed Kollis gave me the way out. Within your own planet type you can have two levels of colonizer - the big Highliner mount you start out with, and an "auto-colony" module that can fit on a Rider (this must be researched). The "auto-colony" represents raw materials and droids that set up the equipment and structures of the colony... just no population. http://forum.shrapnelgames.com/images/icons/icon10.gif That your Highliner must provide when it happens to be in the neighborhood.

SCENARIO - A highliner with lotza pop in cargo, and a bunch of Rider Auto-colonizers docked, shows up in a system. The Riders are launched and set up Auto-colonies in every compatible world-type in the system. The Highliner visits each one in turn and drops off the required Pop to get the colonies producing - then heads back to base.

If you're doing a "hostile environment" colony, however (rock to gas or ice, etc), you're stuck with massive Highliner colony components. This makes cross-planet type colonization much harder than in the basic game (as it probably should be).

So, whadyallthink?

CURRENT STATUS...

Data files - 70% completed (colony/fighter cargo mess resolved - components and facilities still in work, most other basic data files already completed or left unchanged)

AI/race files - 10% (some changes made in generic AI files, others will follow once data changes complete)

Image files - 100% (intro screens and substitute highliner/worldship pics complete)

Phoenix-D June 8th, 2003 08:52 PM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
Fighers can't colinize, either. Even with the component they don't get the command for it.

General Woundwort June 8th, 2003 10:10 PM

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

Originally posted by Phoenix-D:
Fighers can't colinize, either. Even with the component they don't get the command for it.
<font size="2" face="Verdana, Helvetica, sans-serif">http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon8.gif

EDIT - OK, so the basic ideas I had about colonization are going right out the window. Right. Well, since Remote Miners work on Satellites, I assume that they could work on Fighters as well... I hope...? http://forum.shrapnelgames.com/images/icons/icon9.gif
EDIT - They do. http://forum.shrapnelgames.com/images/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

Since the hard-wired code is going to be this obstinate, I guess I have to fall back onto Plan A (for Auuugh!) - do a *Proportions*-type cargo requirement for pop and make the use of Highliners an absolute necessity for colonization. I didn't want to do this (since Proportions is already out there) but it seems the accursed game code leaves no alternative.

Besides, I've sunk too much effort into this thing to chuck it all now...

[ June 21, 2003, 02:48: Message edited by: General Woundwort ]

oleg June 9th, 2003 12:41 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
Anyboby remember the most outrages mod idea ever -
Make SOLAR SYSTEM a starliner ! http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/shock.gif
Don't remember the author.

Basicaly, imagine you system connected to "starliner system" and then to the destination system. You "load" your ship into such system, it "travels" and you disembark into "real" system.
battles inside hull are forbiden - can be moded by nebula type ability. You can even plant a "bomb" there - blow up sun http://forum.shrapnelgames.com/images/icons/icon7.gif (sun is called "navigator")

General Woundwort June 9th, 2003 01:17 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
CURRENT STATUS...

Data files - 75% completed (colony modules & fighters now separated http://forum.shrapnelgames.com/image...s/rolleyes.gif - components and facilities almost completed)

AI/race files - 10% (some changes made in generic AI files, others will follow once data changes complete)

Image files - 100% (intro screens and substitute highliner/worldship pics complete)

Miscellaneous changes made in the data files...

SETTINGS: Population Mass raised to 50 ktons

VEHICLETYPES: Besides the new ships, bases, and fighter sizes, satellites have been given a defensive bonus. Restructuring the game's weapons meant there were more weapons usable against satellites, and hopefully this will balance things out.

General Woundwort June 10th, 2003 12:55 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
Slowly I am making headway...

CURRENT STATUS...

Data files - 100% completed

AI/race files - 25% (changes made in generic AI files, specific races to follow)

Image files - 100% (intro screens and substitute highliner/worldship pics complete)

EDIT - Go upthread for the latest Version of the Readme

[ June 19, 2003, 23:14: Message edited by: General Woundwort ]

Lord Kodos June 10th, 2003 06:12 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
Very interesting od Woundwort, looking forward to it!

And about systems being ships...that MIGHT have been me. For LR mods campaigns I have intentionsfor a ship so large you fly in it.

General Woundwort June 11th, 2003 03:17 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
Question - I was intending to use Neo-Standard images for the Riders (makes much more sense scale-wise), but I could not figure out how to do this without messing up the displays for non Neo shipsets, which I had set as the alternates (some duplications and mixup of shipsizes would occur). I take it that a mod must have all Neo shipsets or all Standard?

[ June 11, 2003, 02:21: Message edited by: General Woundwort ]

Phoenix-D June 11th, 2003 03:35 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
No, it doesn't if you have Gold. Use the neo-standard bitmap as the Primary one, and a standard SE4 bitmap as the secondary.

General Woundwort June 12th, 2003 05:19 PM

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

Originally posted by Phoenix-D:
No, it doesn't if you have Gold. Use the neo-standard bitmap as the Primary one, and a standard SE4 bitmap as the secondary.
<font size="2" face="Verdana, Helvetica, sans-serif">Thanks. Armed with that bit of info, I went back to the VehicleSize file and made it Neo-Standard compatible. And so...

CURRENT STATUS

Data files - 100% completed (made totally Neo-Standard compatible)

AI/race files - 30% (changes made in generic AI files; Abbidon, Amonkrie, Cryslonite & CueCappa completed)

Image files - 100% (intro screens and substitute highliner/worldship pics complete - two other highliner pics adapted from other graphics)

JLS June 12th, 2003 05:46 PM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
Absolutely, Neo-Standard compatible, would be the way to go, General Woundwort.

Many of the Ship set Designers are doing an awesome job with the Neo-Standard sets.

Loser June 13th, 2003 04:37 PM

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.

General Woundwort June 13th, 2003 05:18 PM

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

Originally posted by Loser:
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.

<font size="2" face="Verdana, Helvetica, sans-serif">True, but given the "scale" of the Mod both of these make sense. One of my personal pet peeves with the SEIV basic tech tree is how *easy* it is to build and transport a component that has the power to create or destroy massive stellar phenomena (stars, nebuae, black holes, etc)! Well, in this Mod, you're gonna need even the larger Highliners before you can do that sort of nonsense.

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:

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.
<font size="2" face="Verdana, Helvetica, sans-serif">Great. More good news. http://forum.shrapnelgames.com/image...s/rolleyes.gif Well, I'll find out when I alpha-run it at home before release, if not before.

Quote:

Only Highliners will be able to use Ship Yards, though I think Units can make use of Repair Bays.
<font size="2" face="Verdana, Helvetica, sans-serif">Again, this fits into the intended "scale" of the Mod, so no worries. http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

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.
<font size="2" face="Verdana, Helvetica, sans-serif">A good point, I'll see how my test runs go and tweak the costs if necessary.

Quote:

Units do not gain experience, do they?
<font size="2" face="Verdana, Helvetica, sans-serif">I don't think so IIRC. I also think that fighters get their mother ship's bonuses, right? (Another reason to make Highliners expensive and valuable.)

Quote:

Also, as Units, I believe your Riders are not going to charge maintainance. Can this be modded?
<font size="2" face="Verdana, Helvetica, sans-serif">I'm interested to see how this works. They probably can't be made to use maintenance, but I'll just make the Highliners' maintenance more expensive. http://forum.shrapnelgames.com/images/icons/tongue.gif

Quote:

Can Units cloak?
Can Units sweep Mines?
Can conventional Fighters launch Seekers?

<font size="2" face="Verdana, Helvetica, sans-serif">I think so. We're gonna find out.

Quote:

You can make weapons, huge weapons, that can only shoot Highliners.
<font size="2" face="Verdana, Helvetica, sans-serif">Yeah, but you've still got to work within the "50% of space used for docking bays and/or cargo" rule. So you've gotta trade off somewhere. If I see one of your highliners coming at me at a snail's crawl, I'm gonna know you're packing something. http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

Mobile remote mining without maintainance will be a great boon to the dynamics of a Finite game.
<font size="2" face="Verdana, Helvetica, sans-serif">Again, one of my pet peeves I've been dying to set right. http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif What's the point of having a remote mining ship that costs more to maintain than what it brings in?

Quote:

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?
<font size="2" face="Verdana, Helvetica, sans-serif">No, Satellites and Bases remain. I gave Satellites a defensive bonus because the re-scaling made them targetable by more weapon types than in the basic game. As for whole fleets of Riders based on planets... Yes, planetary assault and defense are going to take on a whole new dimension in this Mod. http://forum.shrapnelgames.com/images/icons/icon6.gif

Quote:

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.
<font size="2" face="Verdana, Helvetica, sans-serif">Don't get your hopes set too high. I reduced the stacking limit for Units to make this less nuclear. http://forum.shrapnelgames.com/images/icons/tongue.gif

Quote:

All-in-all this sounds like it's going to be a great mod. Unique, challenging, a completely different game.
<font size="2" face="Verdana, Helvetica, sans-serif">I hope so. I plan to finish the AI tweaks this weekend, and then do some test runs just to see that the basic parameters will work. If so, then I will go with the 1.01 release sometime next week. How the AI handles all this will probably be the biggest hurdle to deal with after that.

Loser June 13th, 2003 06:05 PM

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

Originally posted by General Woundwort:
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.
<font size="2" face="Verdana, Helvetica, sans-serif">I don't believe Units can use the Boarding Party Component. And I don't know if the Allegiance Converter works on them, either.

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.

General Woundwort June 13th, 2003 07:28 PM

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

Originally posted by Loser:
I don't believe Units can use the Boarding Party Component.
<font size="2" face="Verdana, Helvetica, sans-serif">I'm going to do some combat simulator tests right out of the starting gate to confirm this one way or the other.

Quote:

And I don't know if the Allegiance Converter works on them, either.
<font size="2" face="Verdana, Helvetica, sans-serif">Another combat test to perform.

Quote:

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.
<font size="2" face="Verdana, Helvetica, sans-serif">That's probably true. And in the case of my mod, even more so - how the heck can a 5000kton Highliner ram a 100kton Rider that doesn't want to be rammed? You might as well try to ram my dad's fishing boat with the USS Wisconsin. http://forum.shrapnelgames.com/images/icons/icon10.gif Now, Suicide Riders ramming Highliners and Planets... well, I think (and hope) you're going to be seeing a *lot* of that. http://forum.shrapnelgames.com/images/icons/icon12.gif (BTW, no Drones in this Mod. Suicide Riders totally take over that niche.)

Quote:

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.
<font size="2" face="Verdana, Helvetica, sans-serif">Well, it's certainly been an education for me... http://forum.shrapnelgames.com/image...s/rolleyes.gif

Quote:

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.
<font size="2" face="Verdana, Helvetica, sans-serif">Whatever the results are will get posted here on this thread.

cybersol June 13th, 2003 10:10 PM

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.

Fyron June 13th, 2003 10:20 PM

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

And I don't know if the Allegiance Converter works on them, either.
<font size="2" face="Verdana, Helvetica, sans-serif">Allegience Subverters will work on units if you change the targeting type to be able to target units. http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

I also think that fighters get their mother ship's bonuses, right? (Another reason to make Highliners expensive and valuable.)
<font size="2" face="Verdana, Helvetica, sans-serif">They do not gain the carrier's bonuses.

Quote:

Again, one of my pet peeves I've been dying to set right. What's the point of having a remote mining ship that costs more to maintain than what it brings in?
<font size="2" face="Verdana, Helvetica, sans-serif">Not all planets and asteroids have things of value to mine.

Quote:

Don't get your hopes set too high. I reduced the stacking limit for Units to make this less nuclear.
<font size="2" face="Verdana, Helvetica, sans-serif">How exactly did you go about this? You can launch everything in cargo at once from a planet, so you can easily get 1000 fighter/drone stacks. http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

Can Units cloak?
Can Units sweep Mines?
Can conventional Fighters launch Seekers?
<font size="2" face="Verdana, Helvetica, sans-serif">Yes, but ISTR some issues with cloaking units, though I do not recall the specifics. Maybe. Yes.

Quote:

quote:
--------------------------------------------------------------------------------
Originally posted by Loser:
I don't believe Units can use the Boarding Party Component.
--------------------------------------------------------------------------------

I'm going to do some combat simulator tests right out of the starting gate to confirm this one way or the other.
<font size="2" face="Verdana, Helvetica, sans-serif">Units can not participate in any boarding activities, period. Only ships and bases can do so.

[ June 13, 2003, 21:27: Message edited by: Imperator Fyron ]

General Woundwort June 13th, 2003 11:04 PM

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

Originally posted by Imperator Fyron:
Allegience Subverters will work on units if you change the targeting type to be able to target units. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Already did that. http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

Not all planets and asteroids have things of value to mine.
<font size="2" face="Verdana, Helvetica, sans-serif">Granting that, I still found that mining even the richest asteroid fields with a remote-miner equipped Freighter was not worth the effort. Besides, I like the idea of cheap exploitation of resources. http://forum.shrapnelgames.com/images/icons/icon10.gif

Quote:

How exactly did you go about this? You can launch everything in cargo at once from a planet, so you can easily get 1000 fighter/drone stacks.
<font size="2" face="Verdana, Helvetica, sans-serif">Isn't that what the "Combat Fighter Group Amount" lines in the Settings and Strageiges files does?

Quote:

Yes, but ISTR some issues with cloaking units, though I do not recall the specifics. Maybe. Yes.
<font size="2" face="Verdana, Helvetica, sans-serif">We finds out, yes we does, my preciousssss...

Quote:

Units can not participate in any boarding activities, period. Only ships and bases can do so.
<font size="2" face="Verdana, Helvetica, sans-serif">http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif Well, I'm going to put in a really big post in the SEV request forum after this is done, I can tell you...

Phoenix-D June 13th, 2003 11:20 PM

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.

General Woundwort June 13th, 2003 11:39 PM

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 ]

General Woundwort June 14th, 2003 03:10 AM

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 ]

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 ]

General Woundwort June 19th, 2003 12:23 PM

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

Originally posted by Taz-in-Space:
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

<font size="2" face="Verdana, Helvetica, sans-serif">Calm down, Taz! Breathe, breathe! http://forum.shrapnelgames.com/images/icons/icon12.gif

Seriously, I just want to run it a few times at home to shake out any major bugs (and good thing too, I found and fixed several Last night) and test out how the changes affect gameplay. If all continues to go well, 1.01 will go public this weekend.

Quote:

Originally posted by narf poit chez BOOM:
make torpedoes large, inacurate and powerfull.
my $0.02

<font size="2" face="Verdana, Helvetica, sans-serif">Sorry old chap, I went with longer range. http://forum.shrapnelgames.com/images/icons/icon10.gif

EDIT - my usual misspellings corrected

[ June 19, 2003, 11:24: Message edited by: General Woundwort ]

General Woundwort June 20th, 2003 12:21 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
Now I know how Doc Frahnkenshteen must have felt. http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif I've opened up several games at high tech levels, just to check the datafiles (ship sizes, components, and facilities), and everyone reports for duty as scheduled. No nasty error Messages pop up at game load and between game turns. The Highliner Mod is ALIVE!!!.

I want to take one test game through a few more turns, to check on combat and reseach (just to be paranoid about releasing a buggy game). But I think we're just about ready to rumble!! http://forum.shrapnelgames.com/images/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/icon6.gif http://forum.shrapnelgames.com/images/icons/icon6.gif

EDIT - old Readme link deleted

[ June 22, 2003, 00:46: Message edited by: General Woundwort ]

tesco samoa June 20th, 2003 01:41 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
i will help out on the beta pbw test just assign my name to the empire you wished to use as a test in the pbw game.

General Woundwort June 20th, 2003 10:53 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
Open Question to the Forum Moderators...

This thing is getting pretty close to launch, and going over the files, it's probably going to be about 4-5 MB, zipped. My questions are:

1) Can the Shrapnel Games BB handle a file that big?

2) Does the BB want people posting files that big in the DL section?

3) Assuming 'no' to either 1) or 2), which of the various free webpage services you would recommend (I'm currently leaning towards Spaceports.com)

Thanks.

Fyron June 20th, 2003 10:57 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
You can upload files up to 30 MBs in size. There are tons of files much larger than yours already uploaded. http://forum.shrapnelgames.com/images/icons/icon12.gif

General Woundwort June 20th, 2003 12:26 PM

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

Originally posted by Imperator Fyron:
You can upload files up to 30 MBs in size. There are tons of files much larger than yours already uploaded. http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Thanks. With that in mind, barring any major setbacks, I plan to have the mod up and downloadable on mid-day Sunday, EST. Let's hope Taz can hold out that long. http://forum.shrapnelgames.com/images/icons/icon10.gif

General Woundwort June 21st, 2003 02:23 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
All continues to go well. I've made a few tweaks in the data files in response to game issues, but the rest, I think, can wait for player feedback.

The schedule remains on for a public release on Sunday afternoon/evening EST.

And a nickel's worth of free advice - watch your resource production very carefully. And be prepared to rethink your usual strategies of colonization and resupply. This is gonna be very interesting...

General Woundwort June 22nd, 2003 01:48 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
Yeah, I said it wouldn't be out until tomorrow. But I'm going to be rather busy in RL tomorrow, and the zip-unzip tests went well, so what's the point in any further delay? None that I can see. Therefore...

===================================

HIGHLINER MOD VERSION 1.01

This mod makes major changes to the ship construction and colonization mechanics of the game. See the Readme below for the basic information on the background, requirements to run this mod, and more...

Mod Readme

If you have any suggestions, complaints, comments or kudos, please post them in the Highliner Mod thread in the SEIV Forums here.

======================================

Download Highliner Mod 1.01 now!

General Woundwort June 22nd, 2003 04:50 PM

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

Originally posted by Loser:
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.
<font size="2" face="Verdana, Helvetica, sans-serif">The list, as of 1.01, stands thus...

WILL WORK IN UNITS
------------------
Weapons
Shields
Remote Miners
Mine Sweepers
Unit Control
Life Support
Crew Quarters
ECM/ECCM
Armor
Medical Bays
Point Defense

WILL NOT WORK IN UNITS
------------------
Cloaking
Cargo
Boarding Parties
Scanner Jammer
Colonization
Auxiliary Control

Taz-in-Space June 23rd, 2003 04:04 AM

Re: Highliner Mod - 1.04b - PBW Observations & Patch
 
Taz sees the Highliner Mod and grabs it!

New Toys! http://forum.shrapnelgames.com/images/icons/icon7.gif
NEW Toys! http://forum.shrapnelgames.com/images/icons/icon6.gif
NEW TOYS! http://forum.shrapnelgames.com/images/icons/icon10.gif

&#1 Taz hangs out a NO DISTURB sign...&#1 http://forum.shrapnelgames.com/images/icons/icon12.gif


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