July 14th, 2004, 07:08 PM
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Major
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Join Date: Jan 2004
Location: Taganrog, Russia
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Re: Dark Nova Mod READY to Play!!
Quote:
Originally posted by bearclaw:
quote: Originally posted by aiken:
bearclaw, I guess, that stuff from unreleased DN3 patch went to DN4?
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That's correct. The full Version todate of DN4 is on PBW. The only significant changes are reduced costs for some techs, increased levels of resource/research/Intel facilites and a new Ship Hull research tree- Specialized Hulls. Unless I'm mistaken, these changes don't really have much effect on AI right?
What I'm working on now are more unique tech levels, combo colony modules, moving Mine Sweepers to PD and 2 new mounts for Scout and Escort shipsizes. Unless it's a very specialized designs (such as those present in some TDM AI scripts) - no, it's not very significant. Small recalculations will compensate possible problems. Although, where are a bunch of new mounts in the mod, and they require an intent look, because they affect component sizes and thus will alter designs a lot.
To avoid instant rewrite of AI, I think that script's adaptation can be started only
after you'll implement all the major features in the mod. Ex.: moving minesweeping to PD will alter AI in some ways.
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