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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)


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