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Old June 16th, 2003, 12:57 AM
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

Quote:
Originally posted by Imperator Fyron:
["Combat Fighter Group Amount"] has to do with how many get launched in a group in combat, not with how many can be in a stack. Also, it gets overridden by the strategy that ships are using, so it is a useless feature (except maybe for planets, but I think there are settings in the AI files so that AIs do not use the line from Settings.txt either...).
Well, combat is gonna be interesting then...

Quote:
Scanner Jammers only work outside of combat, and I don't think you can even click on an individual enemy fighter on the strategic map when they are in a group.

Auxiliary Control -Units do not take damage to components, it is all dead or all alive. So, things like Aux Control are meaningless. They can not lose their "bridge" unless the fighter is destroyed.
More minor points, but it will allow me to trim some stuff from the Components file.

Thanks for the input. I know I'm plowing ground that has been plowed before, and I appreciate the insights from the more experienced.
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Old June 16th, 2003, 01:27 AM
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

[Surfs by NASY for an update.

Reads what happened to CPT Kwok.

Comes back to forums and reads ST Mod thread.

Turns slightly pale.

Digs up zipdiscs and starts backing up the Highliner files like there's no tomorrow...]
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Old June 16th, 2003, 09:57 AM
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

what?
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Old June 17th, 2003, 12:31 AM
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

The default AI changes are done - and I hope that they will make the single-player Version at least tolerable until more experienced players can give their input.

CURRENT STATUS

Data files - 100% completed (but still mulling over how to tweak Torpedoes)

AI/race files - 20% (default AI done - now comes converting all 20 stock races )

Image files - 100%
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Old June 19th, 2003, 01:12 AM
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

All the beacons of our worlds are lit up in celebration! The data file changes are done, the AI's have been updated, and the game open has been run without any nasty error Messages cropping up! Now comes the acid test - a series of trial runs to Last at least through this weekend to test game play, AI adaptation, and search for any lurking bugs. Further progress reports will be posted as the Highliner Mod comes to life.
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Old June 19th, 2003, 08:20 AM
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Default Re: Highliner Mod - 1.04b - PBW Observations & Patch

make torpedoes large, inacurate and powerfull.
my $0.02
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Old June 19th, 2003, 08:27 AM

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

Will there be an open Beta test? Can Taz play too??

Come-on... You don't want to see a grown Taz beg... I mean you really DON'T!!!!
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