|
|
|
 |

December 26th, 2004, 07:58 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Pointer Mod
Quote:
Urendi Maleldil said:
Here's the next Version of the Pointer Mod.
|
Where? I saw no attachment to your post.
|

December 27th, 2004, 03:43 AM
|
 |
Major
|
|
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: Pointer Mod
Oops. I thought I put it in there.
Here it is.
|

December 30th, 2004, 07:06 PM
|
 |
Major
|
|
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: Pointer Mod
Okaaay. The AI is designing some sweet ships now, using all the techs they're researching, but for some reason they refuse to explore. I had a single entry for "Attack Ship" in the AI_DesignCreation.txt file and they worked fine, but when I added multiple entries for "Attack Ship" for different sizes they just lost all their will to "boldly go where no AI has gone before". I even tried using different names for the ship entries like the TDM AIs.
On another note, they colonize great. Colony ships are zipping every which way as we speak. And the AI is designing and building ships just fine, but it really would be great to see those nuclear missile dreadnoughts actually go out and "destroy strange new worlds and new civilizations".
|

December 30th, 2004, 07:19 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Pointer Mod
Do you have the larger Versions of "Attack Ship" before or after the smaller Versions?
One method that seems to work well for me is to use the "Attack Base" design type for scout ships. These ships have minimal weapons and lots of supply, for long range. Have the AI build a few of them, and it will use them as scouts.
|

December 30th, 2004, 08:05 PM
|
 |
Major
|
|
Join Date: Jan 2004
Location: Taganrog, Russia
Posts: 1,087
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Pointer Mod
Urendi, could you separate commercial and non-commercial Versions of facilities to a different facility families? Or am I obliged to use commercial Versions only?
|

December 30th, 2004, 08:14 PM
|
 |
Major
|
|
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: Pointer Mod
The Facility families thing is a bug. I forgot to change the family numbers when I created them. I'll change them when I upload the newest Version.
(Fyron) The designs are in order from largest to smallest.
|

December 30th, 2004, 08:16 PM
|
 |
Major
|
|
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: Pointer Mod
And I still need Savegame and Empire folders
|
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
|
|
|
|
|