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February 22nd, 2003, 07:56 AM
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First Lieutenant
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Join Date: Mar 2002
Location: North Carolina
Posts: 720
Thanks: 0
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Re: AI CAMPAIGN ; Released
The colony ship hull has it built in.
__________________
This is the 21st century, right? Then where the hell is my flying car?
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February 22nd, 2003, 08:15 AM
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First Lieutenant
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Join Date: Apr 2001
Location: NY
Posts: 794
Thanks: 0
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Re: AI CAMPAIGN ; Released
Sure ill test it out soon as my gold Version arrives...
BTW, you may want to send your images in to Suicide Junkies image mod, if you have not already done so.
It saves time on the download, which, if you upload all the DSGNNAMES files, will definately be appreciated.
Cant wait to try it out.
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February 22nd, 2003, 01:00 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: AI CAMPAIGN ; Released
Ok... here is a collection of 156 design names files that I have gathered over the years. I know there are more out there that are not in this zip, but oh well.  I am not even going to think about trying to make a credits listing.
156 Design Names Files.zip
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February 22nd, 2003, 01:34 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
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Re: AI CAMPAIGN ; Released
System Gravitational Shield facility is unavailable to human players - it requires human tech. level 2, but only level 1 exist
Is it by design or mistake (I hope for later !)
Still can not figure out is it better to play finite or infinite resources.
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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February 23rd, 2003, 02:06 AM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
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Re: AI CAMPAIGN ; Released
Quote:
Originally posted by oleg:
System Gravitational Shield facility is unavailable to human players - it requires human tech. level 2, but only level 1 exist
Still can not figure out is it better to play finite or infinite resources.
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Thanks, Oleg it is a TYPO and consider it corrected.
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February 23rd, 2003, 02:08 AM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: AI CAMPAIGN ; Released
Thanks, getting them now 
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February 23rd, 2003, 02:11 AM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: AI CAMPAIGN ; Released
Quote:
Originally posted by Suicide Junkie:
Ok, how do I go about creating a colony ship when the colony module is more than 10x the size of the colony hull, and there aren't any colony module mounts?
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There is no need for Colony Modules on Colony ships. (Prevents fast colonizers)
Type Colony ships is now selected from the ship SIZE drop down menu in Create.
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A Colony Module is furnished and this could be used by some early Base strategies and late game Base ship options. Colony ships have differant tonage i.e. Rock 105, Ice 106 and Gas 107 this is for human player drop out purpases in a multiplayer game.
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Thanks SJ. I amplified the text for the colonizer in Vehicle File and the Base Design Module in the components file...
[ February 22, 2003, 12:21: Message edited by: JLS ]
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