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Old January 12th, 2005, 06:58 PM
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Urendi Maleldil Urendi Maleldil is offline
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Default Re: Pointer Mod

Here's the latest Version

Updates: Filled in a few blanks and added in a few of the things I've been planning. I've totally fixed the hull sizes. Now there's a reason to actually build 200kt frigates instead of 150kt escorts.

To do: Still gotta get the AI up and running. Seems like once I fix one problem another one comes creeping up on me. There's one success though: the AI will design Scout ships with normal engines and supply components and then design them with Light Sails and Solar Arrays when they become available.

I tried doing the same thing with Transports and Colony Ships, but it just adds a wierd number of Cargo Bays and colony components instead. Maybe one of you guys can figurte it out.

Updates list:
1/12/05
added One Per Vehicle restriction to Stasis Field
added Launch Rail II-V
added Hyperspace Jump Gate II-V
added Hyperjump Drive Initiator II-V
added Hyperjump Drive Terminator II-V
added Ion Cannon II-V
added Grav Lance II-V
added Planetary Mass Driver II-V
added Reflex Missile II-V
added Reflex Warhead II-V
added Orbital Foundry I-V
added Orbital Refinery I-V
added Orbital Hydroponics I-V
increased Minerals Extraction tech area to 8
increased Radioactives Extraction tech area to 8
removed Resource Extraction tech area (no longer used)
added Orbital Academy I-V

1/11/05
added Hyperspace Jump Gate I (for B5 style propulsion)
added Hyperjump Drive Initiator I
added Hyperjump Drive Terminator I
added Planetary Mass Driver I
added Launch Rail I
increased cargo capacity of Rider Bay
increased cargo capacity of Cargo Bay
added Garbage tech area
fixed Transwarp Engine roman numerals
fixed ship hull sizes


Edit: corrected bad download
Attached Files
File Type: zip 323748-Pointer Mod.zip (304.6 KB, 65 views)
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