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June 24th, 2003, 11:22 AM
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Lieutenant Colonel
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Join Date: Nov 2001
Location: Virginia
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
Quote:
Originally posted by Imperator Fyron:
You do not need to have a second install of SE4.
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Yes, this is true. I was thinking of the way I run SEIV in my computer (I have separate installs for PBW, Highliner, and the game I play and tweak for my own use). I have a 30 GB harddrive and am only using 5 so far, so space is not an issue for me - and I don't have to worry about that "shifting mods" nonsense. 
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June 24th, 2003, 11:25 AM
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Lieutenant Colonel
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
Quote:
Originally posted by Imperator Fyron:
I am 90% certain that none of them work on units.
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You're probably right. I'll more than likely trim them from the Unit tech tree completely next iteration. But wait... don't some of the racial tech traits have special unit armor?
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June 24th, 2003, 11:27 AM
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Lieutenant Colonel
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Location: Virginia
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
Quote:
Originally posted by narf poit chez BOOM:
i think some-one could do a cat-in-a-hat with the armor-skipping rounds and non-armor hps, but i've got a slight headache and i'm tired.
*hah! your tired! try eighteen*
*annoying eighteen-wheeler*
does anybody know what you call a pickup-truck with eighteen pigs in the back?
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DONKEY - So, are there any mice up there?
SHREK - Well, there's Narf, The Small... and Annoying. 
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June 24th, 2003, 07:13 PM
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Shrapnel Fanatic
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
Quote:
Originally posted by General Woundwort:
quote: Originally posted by Imperator Fyron:
I am 90% certain that none of them work on units.
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You're probably right. I'll more than likely trim them from the Unit tech tree completely next iteration. But wait... don't some of the racial tech traits have special unit armor? None of them do. The only special armor for fighters/troops is Small Emissive Armor, but I do not think it actually has the emissive ability, or that it works. It just has more hp/kT than standard armor.
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June 25th, 2003, 01:45 AM
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Lieutenant Colonel
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Location: Virginia
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
Quote:
Originally posted by Imperator Fyron:
None of them do. The only special armor for fighters/troops is Small Emissive Armor, but I do not think it actually has the emissive ability, or that it works. It just has more hp/kT than standard armor.
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It *does* have the emissive ability listed in its component entry. If it doesn't work, it should have been "patched" out of existence...
Well, now I know what to do for 1.02 then. (Trudges off grumbling to the datafile saltmines...)
[ June 25, 2003, 00:46: Message edited by: General Woundwort ]
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June 25th, 2003, 02:50 AM
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Lieutenant Colonel
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
Well, once the grunt work of the mod is done, it's heartwarming to see how quickly fixes and patches can be done.
I've removed (grumble, grumble) units' special shields and armor from 1.02. I've also done some other fixes, some to the AI files, and some just for cosmetic purposes.
Now, I have a question for you veteran modders out there. My next project is running a large batch of large games (8-10 AI's each) to see which of my AIs have adapted to the new environment the best. I will use this data to tweak the other AIs. My question for you vets is, should I wait until I get my AIs whipped into shape and then do a major re-release, or just do incremental releases as changes come in (like 1.02 as it stands now)?
[ June 25, 2003, 01:51: Message edited by: General Woundwort ]
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June 25th, 2003, 10:58 AM
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Lieutenant Colonel
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Re: Highliner Mod - 1.04b - PBW Observations & Patch
umpbay
Quote:
Originally posted by General Woundwort:
Now, I have a question for you veteran modders out there. My next project is running a large batch of large games (8-10 AI's each) to see which of my AIs have adapted to the new environment the best. I will use this data to tweak the other AIs. My question for you vets is, should I wait until I get my AIs whipped into shape and then do a major re-release, or just do incremental releases as changes come in (like 1.02 as it stands now)?
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