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January 19th, 2005, 01:26 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: Pointer Mod
Indeed you did. Didn't we already talk about this anyways? Just because you are weird doesn't mean the mod doesn't need Savegame and Empires folders.
edit: I am certain that was some horrible butchery of the English language I just performed there... oh well.
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January 19th, 2005, 07:04 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Pointer Mod
How about I make a special release of the Pointer Mod without the save game folder and call it "The Pointer Mod: Ed Kolis's Special Edition?"
Meanwhile, if you want in on the PBW game I need to know what ship set you'll be using so I can create a directory for it in Pictures\Races.
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January 19th, 2005, 07:51 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
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Re: Pointer Mod
__________________
The Ed draws near! What dost thou deaux?
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January 20th, 2005, 04:02 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Pointer Mod
I studied the PBW FAQ a little more. I think I understand now. I'll set up the game as soon as the admins instal The Pointer Mod onto the PBW system.
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January 21st, 2005, 06:19 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Pointer Mod
I've just opened a new game at PBW called "The Pointer Mod game."
Please join and enjoy the mod. The game is open to everybody.
http://seiv.pbw.cc/
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January 24th, 2005, 02:50 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Pointer Mod
Three spots left for those who want to get in on this game.
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January 27th, 2005, 06:37 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Pointer Mod
Pointer Mod v1.1 released. Fixed a few bugs, balanced a few things, got rid of a few loose ends. Don't forget to sign up for The Pointer Mod PBW game. We're starting Friday (tomorrow).
1/26/05
increased resouce generation for standard resource facilities
removed Space Port II-V
added Supply Generation and Spaceport abilities to later City, Organic City, Crystal City, Arcology, Orbital Tower and Orbital Ring facilities
removed Quantum Reactor I-III (same as Hyperspace Tap)
1/25/05
increased range of Seeker Decoy
increased reload rate of Counter Missile
reduced supply usage of all weapons
now only troop components available for troops
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February 18th, 2005, 05:37 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Pointer Mod
Ahh!. Thanks to Atraikus's AI Modding cheat sheet, almost all my AI problems are now solved.
If you have a Req Ability like Cargo Storage that has a required percentage on the hull size, the AI will add that percentage of component plus one.
The default AI is now completely working!
I have no idea why the AI wasn't exploring before and I still can't figure out why the AI keeps putting the Prefab Fortifications on ships though. The AI's just adding them at the end. They don't affect ship performance, so I'm not really worried yet.
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February 19th, 2005, 04:30 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
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Re: Pointer Mod
They're not the same family as some other component which is used on ships, are they? The AI is notorious for ignoring restrictions such as "small weapons only go on fighters and troops" 
__________________
The Ed draws near! What dost thou deaux?
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