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January 20th, 2003, 12:27 PM
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Major
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Join Date: Oct 2002
Location: Irving, TX
Posts: 1,237
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Re: Wanted: Alpha testers for the AoW mod.
DL, here is my first report.
modinfo.txt file still has old date in it. examples:
Version says 0.7 it is 0.81
Author is has Geo.
Email is not yours.
Started with a Medium HomeWorld.
Space Yard Construction 1, no results.
Space Yard Construction 2, no results. SD 2760.9
Planetary Engineering 1, no results.
Ship Construction 6, no results.
Base Construction 1, no results.
I played to SD 2425.0. I will play again tomarrow!
mlmbd
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January 20th, 2003, 12:54 PM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
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Re: Wanted: Alpha testers for the AoW mod.
Mumbles: Err???
I will have to look into that! Did I post the wrong files???
Edit: No, I had the right files. However, I did forget to include the updated Modinfo file.
I was unable to get the results you did, however. BTW, Space Yards tech is only a prerequisite of higher level SY facilities/components. The facilities/components/crew areas are actually researched in the Ship Construction tech area. The theory being that by researching Ship Construction, you research ways to construct them faster instead of bigger (although it does kind of make sense that the SYs should have SYtech as the primary research field...  ). I suppose I could increase SYtech to 9 levels, and make each level of SYfacilities/components require both SY and Ship construction of the appropriate level...
But I'm actually toying with a radical departure from the standard SYs model. It involves moving most major Ship Construction abilities to orbital bases. I'm not sure if I really want to depart that far from the default game with this mod, though. Thus, I'm still just toying with it...
However, research into Planetary Engineering remained unchanged from the default game (although it was added as a prerequisite tech for some other facilities). So I have no idea why you are having problems with that... And Ship Construction level 6 should have yeilded 2 more SYfacilities/components (5 more, if you also researched SYtech to level 2), along with 5 new crew areas. It did when I ran the mod, anyway.
I have checked the files that I posted. I played them and got my expected results. So I don't know why you aren't getting the same results... Any gurus out there want to fathom a guess in that regard?
2nd edit: Here's the new v0.81 zip file, with the correct modinfo file.
AoWv0_81.zip
[ January 20, 2003, 11:48: Message edited by: dumbluck ]
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January 21st, 2003, 02:56 AM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
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Re: Wanted: Alpha testers for the AoW mod.
Tesco: ???  Could you elaborate? Are you saying that no one is testing it?
I like the sig, by the way. Cute.
[ January 20, 2003, 12:57: Message edited by: dumbluck ]
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January 20th, 2003, 07:43 PM
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Major
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Join Date: Oct 2002
Location: Irving, TX
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Re: Wanted: Alpha testers for the AoW mod.
DL,
Quote:
BTW, Space Yards tech is only a prerequisite of higher level SY facilities/components. The facilities/components/crew areas are actually researched in the Ship Construction tech area.
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I know this. Already did the research for the different 500kt facilities/components/crew.
Send me your email address. I will send you the save game file.
I did a quick start. Using your mod, so that may explain the internal difference. I will test today using a fully configured game.
You did say you wanted it 'PLAY TESTED'. So that is what I am doing.
I will give you another test post, later on today.
mlmbd
[ January 20, 2003, 17:44: Message edited by: mlmbd ]
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January 21st, 2003, 01:35 AM
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Major
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Join Date: Oct 2002
Location: Irving, TX
Posts: 1,237
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Re: Wanted: Alpha testers for the AoW mod.
DL,
AoW v0.81.
20/01/03 - played to SD 2425.5
Ship Construction 3 40000 - no results.
Base Construction 1 200000 - no results.
Space Yards 1 200000 - no results.
No pic for EVA Access Hatch. It works, just no pic.
SD 2409.9 - Alien Device Discovered - An Alien device is discovered on planet 80 Uma IV. While attempting to study it, a student on the dig activates the device.
What does it do? Never mind. It is terra-former.
Really could use your email address!
I will get at it again tomorrow.
mlmbd
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January 21st, 2003, 05:09 AM
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General
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Join Date: Jul 2001
Location: Canada
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Re: Wanted: Alpha testers for the AoW mod.
no sure... set up a game on pbw and a group of us can play test it... that way you can alter it ingame as we figure stuff out...
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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January 21st, 2003, 12:16 PM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
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Re: Wanted: Alpha testers for the AoW mod.
mumbles: Oh, did I forget to mention that the Image mod is required?
Maybe I'm not understanding you correctly. Are you saying that you researched ship construction all the way to level 3 and never got any results from it? And what are the large numbers; are they the research cost?
Currently, Base Construction is an empty tech. I left it there because I have something in mind for it, I just haven't gotten it done yet.
Oh, and one more thing. Thanx.
Tesco: I honestly don't have time to play in another PBW game. And there is the fact my modding time is pretty scattered... (A night this week, then none the next week, then a couple nights the next week, etc etc etc.)
edit: Actually, the more I think about this, the more I like the idea.
[ January 21, 2003, 10:49: Message edited by: dumbluck ]
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