|
|
|
|
 |

June 21st, 2003, 02:23 AM
|
 |
Lieutenant Colonel
|
|
Join Date: Nov 2001
Location: Virginia
Posts: 1,311
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Highliner Mod - 1.04b - PBW Observations & Patch
All continues to go well. I've made a few tweaks in the data files in response to game issues, but the rest, I think, can wait for player feedback.
The schedule remains on for a public release on Sunday afternoon/evening EST.
And a nickel's worth of free advice - watch your resource production very carefully. And be prepared to rethink your usual strategies of colonization and resupply. This is gonna be very interesting...
|

June 22nd, 2003, 01:48 AM
|
 |
Lieutenant Colonel
|
|
Join Date: Nov 2001
Location: Virginia
Posts: 1,311
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Highliner Mod - 1.04b - PBW Observations & Patch
Yeah, I said it wouldn't be out until tomorrow. But I'm going to be rather busy in RL tomorrow, and the zip-unzip tests went well, so what's the point in any further delay? None that I can see. Therefore...
===================================
HIGHLINER MOD VERSION 1.01
This mod makes major changes to the ship construction and colonization mechanics of the game. See the Readme below for the basic information on the background, requirements to run this mod, and more...
Mod Readme
If you have any suggestions, complaints, comments or kudos, please post them in the Highliner Mod thread in the SEIV Forums here.
======================================
Download Highliner Mod 1.01 now!
|

June 22nd, 2003, 04:50 PM
|
 |
Lieutenant Colonel
|
|
Join Date: Nov 2001
Location: Virginia
Posts: 1,311
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Highliner Mod - 1.04b - PBW Observations & Patch
Quote:
Originally posted by Loser:
In addition to seeing this mod in action, I look forward to hearing your report or what did, and did not, work for Units. A boundary-pushing mod like this is likely to pin down a whole lot of SE IV mod limitations. Even if these limitations have be discovered before, you'd have them all right here, in one place. Please let us know what you are unable to use on your over-sized Units.
|
The list, as of 1.01, stands thus...
WILL WORK IN UNITS
------------------
Weapons
Shields
Remote Miners
Mine Sweepers
Unit Control
Life Support
Crew Quarters
ECM/ECCM
Armor
Medical Bays
Point Defense
WILL NOT WORK IN UNITS
------------------
Cloaking
Cargo
Boarding Parties
Scanner Jammer
Colonization
Auxiliary Control
|

June 23rd, 2003, 04:04 AM
|
|
First Lieutenant
|
|
Join Date: Dec 2001
Location: SE Pennsylvania
Posts: 722
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Highliner Mod - 1.04b - PBW Observations & Patch
Taz sees the Highliner Mod and grabs it!
New Toys!
NEW Toys!
NEW TOYS!
 Taz hangs out a NO DISTURB sign... 
__________________
Gaze upon Taz-in-Space and TREMBLE!
<img src=http://imagemodserver.mine.nu/other/MM/SE4/warning_labels/inuse/taz.jpg alt= - /]
WARNING: Always count fingers after feeding the Tazmanian Devil!
|

June 23rd, 2003, 04:19 PM
|
 |
Lieutenant Colonel
|
|
Join Date: Nov 2001
Location: Virginia
Posts: 1,311
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Highliner Mod - 1.04b - PBW Observations & Patch
When you get done with it, PLEASE post your observations here. Whatever you find - bugs, strategies, suggestions, complaints, praises - post it so I can improve the Mod. Thanks.
|

June 23rd, 2003, 04:29 PM
|
|
Colonel
|
|
Join Date: Mar 2002
Location: Colorado
Posts: 1,727
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Highliner Mod - 1.04b - PBW Observations & Patch
Thank you, General.
Have you confirmed that the Point Defense, Medical Bays and Mine Sweepers actually function on Units?
What about Phased Shields, Solar Panels, Quantum Reactors, Regenerating Armor, single-weapon To-Hit bonus (ala WMG) and all forms of Special Damage (Engine, Shield, Armor, Master Computer, Weapon, Weapon rate delay, Allegiance Subverter, and Shield/Armor skipping)?
Were you able to try any of those? Does the Highliner Mod implement any of those special features?
[edit: I forgot that Units don't use experience. Didn't need to ask about Neural Networks.]
[ June 23, 2003, 15:33: Message edited by: Loser ]
|

June 23rd, 2003, 05:14 PM
|
 |
Lieutenant Colonel
|
|
Join Date: Nov 2001
Location: Virginia
Posts: 1,311
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Highliner Mod - 1.04b - PBW Observations & Patch
Quote:
Originally posted by Loser:
Thank you, General.
Have you confirmed that the Point Defense, Medical Bays and Mine Sweepers actually function on Units?
What about Phased Shields, Solar Panels, Quantum Reactors, Regenerating Armor, single-weapon To-Hit bonus (ala WMG) and all forms of Special Damage (Engine, Shield, Armor, Master Computer, Weapon, Weapon rate delay, Allegiance Subverter, and Shield/Armor skipping)?
Were you able to try any of those? Does the Highliner Mod implement any of those special features?
|
Results so far are mixed.
I haven't had any mine combats yet, so the sweepers are still an unknown factor. Same thing with medical facilities & plagues.
Unit combat is much more "hidden" than ship combat (shields & damage are computed out-of-sight, as it were), so the effects of regenerating armor & shields, special weapons, etc, are difficult to ascertain.
For purposes of game scale and mechanics, I kept Quantum Reactors and Solar Panels as strictly Highliner/Ship components - so I don't know if they would work on units. I could experiment with them, but even if they did work I would not put them on units because I don't think it fits the parameters of space travel I had in mind for this mod.
Weapon Rate Delay and Allegence converters both work on units - that's confirmed.
More results to come as the test games proceed.
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|