Quote:
Atrocities said:
But with QNP and seperation of engine abilities comes the daunting task of AI editing and modding. And I really don't have to mention how much of a PITA this is.
|
For just QNP, it takes only a few minutes. If you set up the QNP in the "standard" way, like it is in Pirates and Nomads Mod (ion engines have 3 standard movement, all more advanced engines have 1 more MP per level), or even if it is a bit non-standard, you can use SJ's AI Patcher and the QNP option to patch all of the AI files to make them QNP rather than stock-like propulsion. It is available on
http://www.geocities.com/hohoho611ca/pirates.html . Setting up the reactors would be a bit trickier, but you can fake it by using the AI Patcher, then replacing the Standard Movement ability in the AI files with the Supply ability, or an AI tag, depending on what is used. Then, apply the AI patcher again. Voila, all the AI will now add the same number of engines and reactors to ship designs, all in a nice QNP format.
Quote:
Cloaking technology is now a racial trait as is gravitational technology.
|
Cloaking? Erm... that sounds like it could be unbalancing... Are all forms of cloaking restricted to this racial trait? How about cloak scanners?
Quote:
I do ask myself this daily, why bother? I mean anything we do now is kinda pointless given the fact that in a very short time the focus will change toward SEV.
|
Probably at least a year... that is plenty of time for some PBW games to run their lives.

Also, it shouldn't be too hard to adapt mods to SE5 format, so the groundwork done now will help when making the mod for SE5... Some kind soul will probably even write a program to convert mods from SE4 format to SE5 format.
