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Old June 8th, 2003, 12:23 AM
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

Quote:
Originally posted by Phoenix-D:
It has, and it doesn't work. Cargo can't carry cargo.


OK, this info helps. My thanks to you and Fyron. Bump the Data File status back a couple of percentage points while I redo some components...

[ June 07, 2003, 23:23: Message edited by: General Woundwort ]
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Old June 8th, 2003, 12:28 PM
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

OK, so fighters can't carry cargo. That scotches my original Colonizer Rider idea... but there are ways around this sort of thing...

The changes made by Ed Kollis gave me the way out. Within your own planet type you can have two levels of colonizer - the big Highliner mount you start out with, and an "auto-colony" module that can fit on a Rider (this must be researched). The "auto-colony" represents raw materials and droids that set up the equipment and structures of the colony... just no population. That your Highliner must provide when it happens to be in the neighborhood.

SCENARIO - A highliner with lotza pop in cargo, and a bunch of Rider Auto-colonizers docked, shows up in a system. The Riders are launched and set up Auto-colonies in every compatible world-type in the system. The Highliner visits each one in turn and drops off the required Pop to get the colonies producing - then heads back to base.

If you're doing a "hostile environment" colony, however (rock to gas or ice, etc), you're stuck with massive Highliner colony components. This makes cross-planet type colonization much harder than in the basic game (as it probably should be).

So, whadyallthink?

CURRENT STATUS...

Data files - 70% completed (colony/fighter cargo mess resolved - components and facilities still in work, most other basic data files already completed or left unchanged)

AI/race files - 10% (some changes made in generic AI files, others will follow once data changes complete)

Image files - 100% (intro screens and substitute highliner/worldship pics complete)
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Old June 8th, 2003, 08:52 PM

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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

Fighers can't colinize, either. Even with the component they don't get the command for it.
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Old June 8th, 2003, 10:10 PM
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

Quote:
Originally posted by Phoenix-D:
Fighers can't colinize, either. Even with the component they don't get the command for it.


EDIT - OK, so the basic ideas I had about colonization are going right out the window. Right. Well, since Remote Miners work on Satellites, I assume that they could work on Fighters as well... I hope...?
EDIT - They do.

Since the hard-wired code is going to be this obstinate, I guess I have to fall back onto Plan A (for Auuugh!) - do a *Proportions*-type cargo requirement for pop and make the use of Highliners an absolute necessity for colonization. I didn't want to do this (since Proportions is already out there) but it seems the accursed game code leaves no alternative.

Besides, I've sunk too much effort into this thing to chuck it all now...

[ June 21, 2003, 02:48: Message edited by: General Woundwort ]
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Old June 9th, 2003, 12:41 AM
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

Anyboby remember the most outrages mod idea ever -
Make SOLAR SYSTEM a starliner !
Don't remember the author.

Basicaly, imagine you system connected to "starliner system" and then to the destination system. You "load" your ship into such system, it "travels" and you disembark into "real" system.
battles inside hull are forbiden - can be moded by nebula type ability. You can even plant a "bomb" there - blow up sun (sun is called "navigator")
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Old June 9th, 2003, 01:17 AM
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

CURRENT STATUS...

Data files - 75% completed (colony modules & fighters now separated - components and facilities almost completed)

AI/race files - 10% (some changes made in generic AI files, others will follow once data changes complete)

Image files - 100% (intro screens and substitute highliner/worldship pics complete)

Miscellaneous changes made in the data files...

SETTINGS: Population Mass raised to 50 ktons

VEHICLETYPES: Besides the new ships, bases, and fighter sizes, satellites have been given a defensive bonus. Restructuring the game's weapons meant there were more weapons usable against satellites, and hopefully this will balance things out.
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Old June 10th, 2003, 12:55 AM
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

Slowly I am making headway...

CURRENT STATUS...

Data files - 100% completed

AI/race files - 25% (changes made in generic AI files, specific races to follow)

Image files - 100% (intro screens and substitute highliner/worldship pics complete)

EDIT - Go upthread for the latest Version of the Readme

[ June 19, 2003, 23:14: Message edited by: General Woundwort ]
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